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August 5, 2010, 20:16 (GMT)
== Ptex ==

Another scons fix provided by mariusz

August 5, 2010, 19:20 (GMT)
== Ptex ==

Cmake fix from mariusz.

August 5, 2010, 17:19 (GMT)
Missed file in last commit.

August 5, 2010, 17:19 (GMT)
Render Branch: quick durian hack for final tweaks, hair particle system can now
copy coordinates from a mesh object (set Source object in Render panel).

The mesh object can be created by using Convert on the particle system modifier,
after which any mesh modifiers can be applied to it. Ensure that the render path
steps is the same as display path steps, otherwise this doesn't work.

August 5, 2010, 14:03 (GMT)
== Ptex ==

Missed a file in my last commit

August 5, 2010, 05:04 (GMT)
== Gravity Modifier ==

Any tool can have gravity applied as a modifier. It works similarly to autosmooth.
August 5, 2010, 01:42 (GMT)
== Ptex ==

Hopefully fixes building with scons

August 5, 2010, 00:53 (GMT)
== Ptex ==

initial ptex integration

* added the ptex C++ library to extern

* wrote a small C api for the library; just the functions I've used so
far are in the C api, but easy to add more

* added a new CustomData type (face data), stored as struct MPtex

* added RNA for CD_MPTEX

* each MPtex stores:
** the U- and V-resolution (always a power of two)
** the number of color channels (e.g. RGB or RGBA)
** the data type (can be bytes, shorts, or floats)
** the number of subfaces (for triangles now, will work also for ngons)

* for drawing ptex, one power of two texture is assigned to each face
** for quads, the texture is mapped normally across the full face
** for triangles, the face is split into four quads for drawing, and each
subface gets an equal-sized portion of the texture
** the texture is created with the same internal format as the ptex layer

* added an operator for loading ptex files

* added an operator for creating ptex layers; takes data type, number of
channels, and texel density as inputs. has some hackish code to allocate
texels based on a faces catmull-clark limit surface area

* added a simple ptex UI, shows ptex layers in the mesh data panel

* modified vpaint to paint on ptex instead of mcols


partial todo list:
* VBO drawing (make sure to turn VBO off before testing ptex for now)
* ptex saving
* better texel allocation
* upsampling/downsampling faces
* UI for setting individual faces' resolutions
August 5, 2010, 00:06 (GMT)
== Gravity Tool ==
preliminary gravity tool
August 4, 2010, 19:35 (GMT)
== Adjustable Angle for Front-Face Only ==

* Fix: trim is now a lot smoother
* Fix: space stroke regressed due to changes for adaptive spacing
August 2, 2010, 13:19 (GMT)
* Fix: random rotation wasn't working in wrapped texture mapping mode
August 2, 2010, 13:09 (GMT)
* Fix: made 'Feather' option per brush instead of global
August 2, 2010, 12:38 (GMT)
More fixups for sculpt plane sample range
August 2, 2010, 12:30 (GMT)
* Fix: some changes needed to make a new brush did not make it into previous commits.
August 2, 2010, 12:24 (GMT)
== Sculpt Plane Sample Range ==

Adjusting the sculpt plane sample range allows for finer control of planar brushes and the grab brush.

1 samples all vertexes inside the brush, values less than 1 sample a smaller region, values greater than 1 sample a larger region.
August 2, 2010, 10:59 (GMT)
* forgot to enable adaptive spacing for all brush tools
August 2, 2010, 10:48 (GMT)
* Rewrote adaptive space code to try and find a bug. Turns out the bug wasn't in adaptive space, it was an old bug associated with 'front-faces only' Keeping the rewrite for now though.
August 2, 2010, 08:58 (GMT)
== Adaptive Spacing ==
Spacing takes into account the angle of the surface relative to the view port and reduces the spacing accordingly.
August 2, 2010, 03:03 (GMT)
== VPaint ==

Bugfix: force update multires vpaint before saving the file

August 1, 2010, 21:00 (GMT)
* various fixes to the presentation of overlays in the UI
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021