Blender Git Loki

Blender Git "hair_immediate_fixes" branch commits.

Page: 17 / 32

October 30, 2014, 14:59 (GMT)
A little bit of code sanity by splitting particle distribution function
by type.

Instead of squashing totally unrelated code into the same monster
function.
October 30, 2014, 14:31 (GMT)
Merge branch 'master' into gooseberry
October 30, 2014, 14:24 (GMT)
Merge branch 'master' into gooseberry

Conflicts:
source/blender/blenlib/BLI_math_matrix.h
source/blender/blenlib/intern/math_matrix.c
source/blender/editors/object/object_bake_api.c
October 30, 2014, 14:10 (GMT)
Reorganizing hair dynamics UI layout a bit to make settings slightly
more intuitive.

Also removed a couple of unused or useless features from the UI:
* collider friction is unused and replaced in favor of true collision
* spring damping refers to structural springs (stretch), which is
not noticable in hair due to extreme stiffness atm.
* pressure factors are not sure since this feature is too unstable atm.
October 30, 2014, 13:41 (GMT)
Disabled the hair preview feature in the code, due to limited usefulness.

Interpolating hairs in a meaningful way is a quite difficult problem.
It works ok-ish for child hairs as long as they don't move, but with
motion the direction of interpolated hairs can become quite nonsensical
quickly.

Probably a better way to create simulation previews is to limit
simulation to a particular well-defined area (like render preview
borders), but run it in full detail in that area. The error from
omitting some interaction should still be much less than orientation
errors from interpolation.
October 29, 2014, 18:41 (GMT)
Correctly downsample circles of confusion and use parallelism to do it
more efficient.
October 29, 2014, 17:31 (GMT)
Second pass, blurs the downsampled buffer once.
October 29, 2014, 17:08 (GMT)
Use the correct shaders and varyings
October 29, 2014, 15:18 (GMT)
Viewport DOF:

* Scons builds correctly
* Separate vertex shader file for DOF, will make handling main easier
* Downsample color buffer + blur it. Circle of confusion is calculated
from zplane instead of length of distance from camera.
October 29, 2014, 11:46 (GMT)
First ping pong between low resolution buffers working. Nice landmark
for working code.

Also cleanup unused variables and do not bind the same texture to two slots
(blurred texture is going to be different anyway)
October 29, 2014, 11:01 (GMT)
Framebuffer compositing:

* Cleanup compositing buffers better when not needed.

* Support passes for the dof effect through defines in main - easy
solution to allow not having too many files for one shader effect.
October 29, 2014, 10:12 (GMT)
SSAO and DOF work well together now.
October 28, 2014, 20:24 (GMT)
Code that enables simultaneous DOF-SSAO effect. There's some sort of
texture coordinate offset still.
October 28, 2014, 18:44 (GMT)
Use optimized view space reconstruction for ortho case as well.
October 28, 2014, 18:07 (GMT)
Add a library file for projection shader code, should enable us to use
optimized position calculation again - relevant for both SSAO and DOF
October 28, 2014, 17:28 (GMT)
More attempts to synchronize viewport and camera dof - probably will
need fixes in the rendering systems. Reserve textures for the dof
effect.
October 28, 2014, 16:16 (GMT)
Moved render simplification function for particle distribution into the
distribution code.
October 28, 2014, 16:09 (GMT)
Removed unused variable.
October 28, 2014, 15:45 (GMT)
A little bit of code sanity by splitting particle distribution function
by type.

Instead of squashing totally unrelated code into the same monster
function.
October 28, 2014, 15:29 (GMT)
Moved particle code for distributions into own file to make hacking
easier.

This code is badly broken and needs to be replaced, but at least having
a workable code structure might help with quick hacks to fix the worst
cases.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021