Blender Git Loki

Blender Git "hair_system" branch commits.

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September 3, 2014, 09:45 (GMT)
Cleanup: No point in passing all the implicit solver arguments
individually.
September 3, 2014, 09:34 (GMT)
Cleanup: removed the unused olddV vectors from implicit solver data.
September 3, 2014, 09:21 (GMT)
Revert "Gooseberry feature request, allow select left-right strips
operator to select all"

This change has been in master all the time after all, exposed the
operation better in master.

This reverts commit 799f974668004b3d2b7873f51951eb22b5fcf2f3.
September 3, 2014, 09:20 (GMT)
Some more debug elements for hair collisions.
September 3, 2014, 09:17 (GMT)
Extended line/face collision near-check, to allow for distance margins.

The original BLI method for line/triangle intersection returns false
in case the line does not actually intersect, but in order to generate
repulsion forces we need to also handle contacts inside the margin.
September 2, 2014, 17:23 (GMT)
Gooseberry feature request, allow select left-right strips operator to
select all strips independently of channel of the active strip.
September 2, 2014, 16:20 (GMT)
Fix crash when setting parent.
September 2, 2014, 16:03 (GMT)
Merge branch 'master' into terrible_consequencer
September 2, 2014, 13:03 (GMT)
Fix bounce/repulse calculation.
September 2, 2014, 12:10 (GMT)
Hair debugging: use "categories" (strings) for grouping debug elements
and support clearing for categories.
September 2, 2014, 10:49 (GMT)
Fix for hair collision detection: need to use the second point of the
timestep segment.

This ensures the distance for a collision pair is the one of the current
point position, and the response gets calculated accordingly.
September 1, 2014, 16:49 (GMT)
Use repulsion forces in combination with the one-time penalty forces
in collision.
September 1, 2014, 16:47 (GMT)
Fix for crash when going into particle edit mode with baked hair
simulation.

Note that this currently generates an extreme amount of points, by
making a edit pathcache curve for each hair in every frame! But at least
doesn't simply crash now.
September 1, 2014, 16:46 (GMT)
Clear debug_data pointer in local cloth modifier data of the particle
systems on blend file load.
September 1, 2014, 15:46 (GMT)
Partial response force for hair collisions.

This implements a penalty force as well as a repulsion force to avoid
further penetration, as suggested in
"Simulating Complex Hair with Robust Collision Handling"
(http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf)

Friction forces are still missing. More problematic is handling of
moving colliders, when face swap places with the hair vertex and a
collision is missed, putting the vertex inside the mesh volume. Larger
margins might help, but ultimately using Bullet collision detection is
probably more reliable and failsafe.
September 1, 2014, 13:51 (GMT)
Merge branch 'master' into terrible_consequencer
August 30, 2014, 15:54 (GMT)
Debug drawing for simulations, to aid in visualizing abstract data such
as forces, velocities, contact points etc.

This uses a hash table to store debug elements (dots, lines, vectors at
this point). The hash table allows continuous display of elements that
are generated only in certain time steps, e.g. contact points, while
avoiding massive memory allocation. In any case, this system is really
a development feature, but very helpful in finding issues with the
internal solver data.
August 30, 2014, 13:23 (GMT)
Some initial collision code, without actual response forces still.

This is still using the old BVH tree collision methods to generate
contact points, similar to what cloth does. This should be replaced
by a Bullet collision check, but generating contacts in this way is
easier for now, and lets us test responses and stability (although in
more complex collision cases the BVH method fails utterly, beside being
terribly inefficient with many colliders).
August 29, 2014, 15:06 (GMT)
Merge branch 'master' into hair_immediate_fixes
August 28, 2014, 12:55 (GMT)
Implemented internal hair pressure to prevent hair from collapsing in
on itself.

This uses the same voxel structure as the hair smoothing algorithm.
A slightly different method was suggested in the original paper
(Volumetric Methods for Simulation and Rendering of Hair), but this is
based on directing hair based on a target density, which is another
way of implementing global goals. Our own approach is to define a
pressure threshold above which the hair is repelled in the density
gradient direction to simulate internal pressure from collisions.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021