Blender Git Loki

Blender Git "gooseberry" branch commits.

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April 9, 2015, 07:03 (GMT)
Nominal support for UVs and Vcols with cached strand data.

These are dummy values currently. The UV and vcol values will be stored
in strands directly, unlike particles which evaluate them every time;
this is a much safer and more efficient approach that makes strand data
truely independent from the "emitter" mesh. Such data will be made
available later, primarily for child curves.
April 8, 2015, 20:36 (GMT)
Merge branch 'alembic' into gooseberry
April 8, 2015, 20:35 (GMT)
Fix for object matrix sampling with the default 1-second rate.
April 8, 2015, 20:03 (GMT)
Merge branch 'alembic' into gooseberry

Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
April 8, 2015, 18:02 (GMT)
Applying the inverse object transform for strand data is not necessary.

Particle pathcache data is in world space, but strands are stored in
object space already.
April 8, 2015, 17:19 (GMT)
Basic cache overrides for strand render data in Cycles.

Still buggy, but the basic workflow is there:
When a cache library is used in conjunction with a group duplicator and
it has strands that match the particle systems, Cycles will use the
new Strands structure to construct its internal curves.
April 8, 2015, 16:49 (GMT)
DNA file for strands types.

This is not strictly needed because the strands data is only created
at runtime at this point. However, it might be useful to later include
this in blend files.

Also the C++ RNA API has a bug that makes non-DNA collection properties
difficult (the length function is not implemented properly).
April 8, 2015, 15:21 (GMT)
Merge branch 'master' into gooseberry
April 8, 2015, 14:32 (GMT)
Merge branch 'wiggly-widgets' into gooseberry

Conflicts:
source/blender/blenloader/intern/versioning_270.c
source/blender/editors/include/ED_transform.h
source/blender/windowmanager/intern/wm_operators.c
April 8, 2015, 14:27 (GMT)
Merge branch 'master' into gooseberry
April 8, 2015, 11:45 (GMT)
Yet another writer class for storing child strand data generated by
particles.

This is currently the same as the ParticlePathcache writer class, but
will be modified somewhat later to store additional information such as
parent weights. The purpose of this cache object is not to populate the
particle child caches, but to store renderable data associated to dupli
cache strands.
April 8, 2015, 11:43 (GMT)
Child strands structure for storing renderable child hairs efficiently.

This is a separate struct to avoid storing unnecessary data (this means
a bit of code duplication for iterators). The child strands can be used
as the actual render data, while the parent strands usually would be
used only for simulation/deformation purposes.
April 8, 2015, 10:50 (GMT)
Merge branch 'master' into gooseberry
April 8, 2015, 09:44 (GMT)
Bending forces in strand hair simulation.
April 7, 2015, 17:16 (GMT)
Store root orientation matrix in strand curves as well as caches.

This matrix is needed to create a stable and smooth coordinate system
along the strands, for things such as bending forces and child hair
deformation. The base matrix is defined on the "scalp" mesh and should
be stable wrt. deformation and animation of the mesh. For any point on
the strand a matrix is then calculated using parallel transport, i.e.
by rotating the base matrix successively along each curve corner.
April 7, 2015, 16:17 (GMT)
Yet another iterator for looping over strands, this time for triples
of consecutive vertices ("bends").

This will be useful for calculating bending forces, without making basic
iteration a big headache.
April 7, 2015, 16:12 (GMT)
Nicer iterator for looping over strand edges directly.

Avoids the ugly construct with vertex iterators that have to drag an
extra 'prev' iterator along.
April 7, 2015, 15:45 (GMT)
Use the dupli object's obmat for world space simulation.

The overall world space matrix for dupli sims has to be the combined
obmat of the cached object as well as the duplicator for the dupligroup
instance. The cached strand data is generally in object space, so the
matrix has to be applied to get all the forces and interactions right.
April 7, 2015, 15:22 (GMT)
World transform for simulation of caches.

This compensates the transformation of the dupli instance being cached,
so that forces such as gravity are in the correct reference frame.

Note that this does not yet generate fictitious forces resulting from
a moving and/or accelerated frame of reference. For this we would also
have to calculate linear/angular velocity and acceleration of the dupli
object.
April 7, 2015, 14:37 (GMT)
Make sure the frame values for cache modifier evaluation are initialized
correctly.

Also skip empty frames in hair simulation (this includes the first
frame).
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021