August 14, 2014, 12:01 (GMT) |
Use the new hair thickness render settings in Cycles. |
August 14, 2014, 10:56 (GMT) |
Moved hair render settings into own struct and added strand thickness parameters. |
August 14, 2014, 09:46 (GMT) |
UI cleanup for hair: Moved settings into the physics button tab and enabled cycles curve render settings. |
August 14, 2014, 08:10 (GMT) |
Fix for uninitialized frame information in the hair render iterator. |
Revision cb5b088 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, terrible_consequencer, testbuild) August 13, 2014, 18:48 (GMT) |
Merge branch 'master' into terrible_consequencer |
August 13, 2014, 17:58 (GMT) |
Implement motion updates for hair curves. |
August 13, 2014, 17:54 (GMT) |
Made the hair modifier into a nominal "deform only" modifier, to get cycles to recognize it as a motion blur source. |
August 13, 2014, 13:43 (GMT) |
Very basic Cycles export of hair data. Only the simplest curve mode is currently implemented. |
August 13, 2014, 11:11 (GMT) |
Expose the hair render data via an emitter in the RNA for cycles. The way this has to be constructed is quite ugly atm, due to limited support for transient data such as iterators in the RNA. The alternative would be to cache the hair data as a whole, which means allocating and copying lots of memory. Eventually it would be nice to support this sort of think in the RNA API ... |
August 13, 2014, 09:30 (GMT) |
Removed unused "drawdata" buffer pointer from hair DNA, drawing code uses OpenGL buffers instead. |
August 13, 2014, 08:43 (GMT) |
Use a larger OpenGL buffer for optimized hair drawing. The size of 1024 hairs is quite arbitrary, we might want to chose a max. hair count based on the total number of steps/draw elements instead. |
August 13, 2014, 08:13 (GMT) |
Added back child hair rendering and random offsets. |
August 13, 2014, 07:37 (GMT) |
Fix for hair render iterator precache function, was using the wrong variable ... |
August 12, 2014, 18:49 (GMT) |
Moved child hair randomization into the hair render iterator and added hair frame caching. |
August 12, 2014, 18:15 (GMT) |
Added a HairRenderIterator for consistently generating draw and render data from a hair system. This replaces the current draw data generation and greatly simplifies stepping through hair data, so that different render engines can easily implement hair rendering consistently without caching large amounts of data and with consistent results. |
August 12, 2014, 12:37 (GMT) |
Merge branch 'master' into hair_system |
August 11, 2014, 16:07 (GMT) |
Very basic random distribution of render hairs. Render hairs are grouped around a simulated hair in some way. Currently this is a plain -1..1 box, but should probably be a gaussian distribution. |
August 11, 2014, 15:08 (GMT) |
Buffered render hair drawing. Currently all render hairs are drawn in the same place as the simulation hair. OpenGL buffers are used for efficiency, which gives decent performance even for many render hairs. |
August 11, 2014, 13:18 (GMT) |
"Render" draw mode for hair, currently just drawing the coordinate frames. The average hair segment rest length is now calculated in advance in the DNA data, so the drawing/rendering can use it for smoothing as well. |
August 9, 2014, 17:28 (GMT) |
Added regular display options for hair systems. Only has a mode setting so far, which defines the overall style of display. |
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