Blender Git Statistics -> Developers -> n_t
Nils Thuerey (n_t)
Total Commits : 55
Master Commits : 55
Branch Commits : 0
First Commit : September 21, 2005
Latest Commit : April 8, 2008
Commits by Month
Date | Number of Commits | |
---|---|---|
April, 2008 | 1 | |
March, 2008 | 0 | |
February, 2008 | 0 | |
January, 2008 | 0 | |
December, 2007 | 0 | |
November, 2007 | 2 | |
October, 2007 | 0 | |
September, 2007 | 0 | |
August, 2007 | 0 | |
July, 2007 | 0 | |
June, 2007 | 0 | |
May, 2007 | 0 | |
April, 2007 | 1 | |
March, 2007 | 0 | |
February, 2007 | 0 | |
January, 2007 | 0 | |
December, 2006 | 0 | |
November, 2006 | 6 | |
October, 2006 | 0 | |
September, 2006 | 0 | |
August, 2006 | 2 | |
July, 2006 | 3 | |
June, 2006 | 3 | |
May, 2006 | 5 | |
April, 2006 | 0 | |
March, 2006 | 2 | |
February, 2006 | 3 | |
January, 2006 | 1 | |
December, 2005 | 7 | |
November, 2005 | 9 | |
October, 2005 | 5 | |
September, 2005 | 5 |
Favourite Files
Filename | Total Edits |
---|---|
fluidsim.c | 25 |
DerivedMesh.c | 15 |
solver_util.cpp | 15 |
solver_main.cpp | 14 |
solver_init.cpp | 14 |
isosurface.cpp | 13 |
buttons_object.c | 12 |
solver_class.h | 12 |
simulation_object.cpp | 11 |
ntl_vector3dim.h | 11 |
File Changes
Action | Total | Per Commit |
---|---|---|
Added | 27 | 0.5 |
Modified | 466 | 8.5 |
Deleted | 30 | 0.5 |
Code Changes
Action | Total | Per Commit |
---|---|---|
Lines Added | 2 771 | 61.6 |
Lines Removed | 1 573 | 35.0 |
Latest commits
April 8, 2008, 16:56 (GMT) |
This version now includes the fluid control sources, however the Blender interface for it is still missing. Right now there is only a simple hard coded example, that moves a single control particle with strong attraction and velocity forces through the domain. I added more detailed information about the control code to the wiki http://wiki.blender.org/index.php/SoCFluidDevelDoc#The_Fluid-Control_Branch , together with some thoughts on how a Blender integration could be done. |
November 24, 2007, 17:10 (GMT) |
- forgot to include a file in the last commit |
November 21, 2007, 22:12 (GMT) |
- Added OpenMP code, it is enabled by defining PARALLEL=1 for the elbeem compilation. Currently, it is not yet active by default, but Genscher wanted to do some tests. It can be used to distribute the computation load onto multiple shared- memory CPUs by splitting the domain along the y-axis (assuming a gravity force along z). However, there is no load balancing: so if there's fluid only in one of the y-axis halves you will not get a speedup for 2 CPUs. - Added a fix for the memory allocation bugs #7120 and #6775. In solver_init.cpp there are now several variables max___MemChunk (line 692+), that set upper limits for various systems. The same problem existed for mac & linux, but the limit is higher, so it probably went by undetected. The windows limit is currently 1GB, if the strange 700MB limit problems mentioned in the bug regports the bugs persist, this could be further reduced. For 64bit compilations this problem shouldn't exist anyway. What's still missing is a display of how much the resolution was reduced to fit into memory... - And some minor solver code cleanup. |
April 3, 2007, 19:56 (GMT) |
Fixed bug #6068 (fluids & separate vertices) * Also reset the fluidsimFlag to zero. The fluidsim settings are now disabled before duplicating the mesh for separate_mesh and separate_mesh_loose. |
November 29, 2006, 19:28 (GMT) |
- fixed particle generation bug tracked down by mpan3&gimble, - removed warnings in attributes.cpp, - and a first Klockwork bug fix: removed NULL returns in ntl_ray.h, several other issues mentioned in the Klockwork report are either hard to fix or not really errors... |
November 5, 2006, 21:51 (GMT) |
- some more minor fixes, this time for MSVC |
November 5, 2006, 19:44 (GMT) |
- removed debug ouput for particle loading |
November 5, 2006, 18:11 (GMT) |
- another solaris math function fix |
November 5, 2006, 17:28 (GMT) |
- a minor fix for solaris (problems with round&pow) |
November 5, 2006, 16:30 (GMT) |
- bugfixes #4742 exported normals are now correct #4821 & 4956 for complex movements in/outflows can now also use the animated mesh option - new features * isosurface subdivision: directly creates a finer surface mesh from the simulation data. this increases simulation time and harddisk usage, though, so be careful - usually values of 2-4 should be enough. * fluidsim particles: extended model for particle simulation and generation. When isosurface subdivision is enabled, the particles are now included in the surface generation, giving a better impression of a single connected surface. Note - the particles are only included in the final surface mesh, so the preview surface shows none of the particle effects. * particle loading: different types of particles can now be selected for display: drops, floats and tracers. This is a bit obsolete due to the extensions mentioned above, but might still be useful. Floats are just particles floating on the fluid surface, could be used for e.g. foam. * moving objects impact factor: this is another tweaking option, as the handling of moving objects is still not conserving mass. setting this to zero simply deletes the fluid, 1 is the default, while larger values cause a stronger impact. For tweaking the simulation: if fluid disappears, try increasing this value, and if too much is appearing reduce it. You can even use negative values for some strange results :) - more code cleanup, e.g. removed config file writing in fluidsim.c, added additional safety checks for particles & fluidsim domains (these currently dont work together). I also removed the "build particles" debug message in effects.c (seemed to be unnecessary?). Some more info on the new features: Here are two test animations showing the difference between using the particle generation with isosurface subdivision. This is how it would look with the old solver version: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg and this with the new one: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg Both simulations use a resolution of 64, however, the version with particles takes significantly longer (almost twice as long). The .blend file for a similar setup can be found here: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend (Minor Tips for this file: dont enable subdivions of characters until rendering, thus leave off for simulation, as it uses the rendering settings! For making nice pictures switch on subdivion, and OSA.) And here's a picture of old vs. new (for webpage or so): http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png |
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