Revision f757364 by Lukas Toenne January 20, 2015, 08:29 (GMT) |
Clear debug_data pointer in local cloth modifier data of the particle systems on blend file load. |
Revision 1ed88bb by Lukas Toenne January 20, 2015, 08:29 (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. |
Revision d8cf12f by Lukas Toenne January 20, 2015, 08:29 (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. |
Revision 5a43e84 by Lukas Toenne January 20, 2015, 08:29 (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). |
Revision ba8b8ec by Lukas Toenne January 20, 2015, 08:29 (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. |
Revision 345c7b1 by Lukas Toenne January 20, 2015, 08:29 (GMT) |
Fixed hair velocity smoothing. This is an important hair interaction feature that simulates friction between hairs in an efficient way. The method is based on the paper "Volumetric Methods for Simulation and Rendering of Hair" ( http://graphics.pixar.com/library/Hair/paper.pdf ) It was partially implemented already, but didn't work in this simplified version. The same voxel structure can be used for implemeting repelling forces on hair based on density, which can help a hair system maintain volume instead of collapsing in on itself. |
Revision b331a82 by Lukas Toenne January 20, 2015, 08:29 (GMT) |
Support for various data properties of the hair grid in the voxel texture. |
Revision efc0cd1 by Lukas Toenne January 20, 2015, 08:29 (GMT) |
Fixed voxel grid initialization from hair points and colliders by using the suggested tent function from the original paper. Plain float->int conversion for the grid location otherwise leads to skewed data and unnecessary loss of information. |
Revision 5f41b19 by Lukas Toenne January 20, 2015, 08:29 (GMT) |
New voxel texture mode "Hair", for displaying the internal hair volume structure as a texture. This is mostly a debugging feature that may be removed again later. |
Revision 4cd6111 by Lukas Toenne January 20, 2015, 08:29 (GMT) |
Code cleanup: Use a variable-sized array for the hair volume velocity smoothing and collision code, split into multiple functions. |
Revision 9e5c3a1 by Campbell Barton January 20, 2015, 05:38 (GMT) |
Fix for Trusted option, loading new file Would use the setting of the previously loaded file, now re-initialize from preferences. |
Revision 1d56f45 by Campbell Barton January 20, 2015, 05:37 (GMT) |
Fix glitch in view-axis (order of drawing) |
Revision 2899607 by Campbell Barton January 20, 2015, 04:50 (GMT) |
Fix UI glitches drawing text at different sizes Font height was ignoring DPI in some cases (camera-name & eyedropper). |
Revision 09eec62 by Campbell Barton January 20, 2015, 04:50 (GMT) |
UI: cleanup UI_fontstyle_string_width, UI_draw_string Both were maked as temp, but used often. Now pass uiFontStyle to both, rename UI_draw_string to UI_fontstyle_draw_simple, since its a variant of UI_fontstyle_draw that skips shadow, align... etc. |
Revision f8c5240 by Campbell Barton January 20, 2015, 04:50 (GMT) |
BLF: remove paranoid checks for unset default font |
Revision a1f4821 by Sergey Sharybin January 19, 2015, 22:03 (GMT) |
Fix T42212: Singular reflection pass is incorrect in regular path tracer Issue seems to be caused by not totally proper pdf and eval values for this closure. Changed it so they reflect to ggx/beckmann reflection with roughness set to 0, which is effectively the same as the sharp reflection. |
Revision 4a4297b by Bastien Montagne January 19, 2015, 19:49 (GMT) |
I18n tools minor update. |
Revision 35d3b63 by Jeroen Bakker January 19, 2015, 17:17 (GMT) |
D627: Memory usage optimization for the compositor. The compostor used a fixed size of 4 floats to hold pixel data. this patch will select size of a pixel based on its type. It uses 1 float for Value, 3 float for vector and 4 floats for color data types. When benchmarking on shots (opening shot of caminandes) we get a reduction of memory of 30% and a tiny speedup as less data transformations needs to take place (but these are negligable. More information of the patch can be found on https://developer.blender.org/D627 and http://wiki.blender.org/index.php/Dev:Ref/Proposals/Compositor2014_p1.1_TD Developers: jbakker & mdewanchand Thanks for Sergey for his indept review. |
Revision a8fa291 by Bastien Montagne January 19, 2015, 16:51 (GMT) |
Fix two potential bugs reported by latest coverity scan. |
Revision 50cbff1 by Bastien Montagne January 19, 2015, 14:51 (GMT) |
Fix a crasher in recent own mesh remap code ('island' area... :/ ). |
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