May 20, 2010, 16:12 (GMT) |
Render Branch: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r28888:28890 (sorry about the merge-noise) |
May 20, 2010, 15:34 (GMT) |
May 20, 2010, 15:20 (GMT) |
same as last commit, in renderbranch. render opengl previews had another case that wasn't checking the view3d local layers. |
May 20, 2010, 15:15 (GMT) |
fixed bug with layers being left out of frame recalc in ogl render |
May 20, 2010, 15:09 (GMT) |
May 20, 2010, 09:38 (GMT) |
May 19, 2010, 16:41 (GMT) |
don't flip zoom direction if continnuous zoom is enabled, which goes opposite from dolly |
May 19, 2010, 16:35 (GMT) |
May 19, 2010, 16:29 (GMT) |
Structural stiffness was missing from the hair dynamics panel. |
May 19, 2010, 16:19 (GMT) |
fixed node editor zooming the wrong direction |
May 19, 2010, 15:53 (GMT) |
fix particle trail rendering |
May 19, 2010, 13:26 (GMT) |
reversion of dupli commits |
May 19, 2010, 12:23 (GMT) |
fix for outliner drawing when it should not; code was missing a break |
May 19, 2010, 12:06 (GMT) |
yay better less hackish dupli fix |
May 19, 2010, 11:32 (GMT) |
duplis in groups were not working |
May 19, 2010, 08:38 (GMT) |
Render Branch: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r28801:28850 ...note: dont merge my previous commit |
May 18, 2010, 16:40 (GMT) |
Render Branch: implicit solver for hair now calculates forces and does integration separate per hair. This increase the stability of the hair. I found that usually the conjugate gradient takes about 4-8 steps, but it sometimes takes 20 or even does not converge, and returns bogus velocities. I'm not entirely sure why that is, but it seems logical that a smaller system would be more numerically stable. What I suspect is that since there are many hairs, and it tests for the average error of those hairs, a few hairs may be able to hide their high error in this average. I've tried to not make the code too ugly but's there's a few stupid hacks, maybe eventually it would be better to have a separate hair and cloth function that calls common functions. Also for threading, hairs can now be distributed over threads. There still seems to be too much thread overhead though, should find a way to keep all threads running for the entire timestep. |
May 18, 2010, 16:31 (GMT) |
Render Branch: fix two point cache problems: * cloth did not get reset correct in some situations, when startframe was different than 1 * point cache could sometimes mark the cached frames as inexact, when writing an info pointcache file, since that was indicated as cfra == 0. |
May 18, 2010, 15:24 (GMT) |
Render Branch: some more code shuffling in the implicit solver: * move force calc + implicit solve into separate function * do the same for new goal code * only run the second filtering solve in case it is needed * only run rigid body damping in case it is enabled |
May 18, 2010, 15:03 (GMT) |
Render Branch: implicit solver now only uses openmp on matrix multiplication and dot product if num vertices > 25. This may help for cases where there are few vertices and thread overhead actually slows things down, but mostly it's to avoid useless threads in threads once I commit the code to solve each hair individually. |
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MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021