Blender Git Loki

Blender Git "strand_gpu" branch commits.

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April 20, 2015, 10:23 (GMT)
MSVC compiler cannot handle standard C code.

Conflicts:
source/blender/editors/physics/particle_edit.c
April 20, 2015, 10:23 (GMT)
Fix for hair-to-particle export: need to set weight=1.0 for hair roots,
since the particle system uses this for pinning them to the mesh.
April 20, 2015, 10:23 (GMT)
Fix scons build files for new hair edit code parts.
April 20, 2015, 10:23 (GMT)
Fixed lib-linking for hair edit settings brush and object pointers.
April 20, 2015, 10:23 (GMT)
Basic Add tool for creating new strands in hair edit mode.
April 20, 2015, 10:23 (GMT)
New simple storage method for single sample values.
April 20, 2015, 10:23 (GMT)
Fix for uninitialized return value.
April 20, 2015, 10:23 (GMT)
New mesh sample evaluation function for shape key data.
April 20, 2015, 10:23 (GMT)
Generic raycast method for generating mesh surface samples.

Conflicts:
source/blender/blenkernel/intern/mesh_sample.c
April 20, 2015, 10:23 (GMT)
Better feedback about valid sample from mesh sampling methods.

Conflicts:
source/blender/editors/object/object_shapekey.c
April 20, 2015, 10:23 (GMT)
Support for common operators, keymap entries and radial controls for
hair brush settings.
April 20, 2015, 10:23 (GMT)
Fix for OpenlGL state restoration after strand drawing, disable color
material option.
April 20, 2015, 10:23 (GMT)
Show selection state of hair vertices with the usual theme colors.
April 20, 2015, 10:23 (GMT)
Apply the same weight profile in the comb tool as in particle edit mode.

The comb tool will likely get a complete overhaul, but until then it
should just behave like the old tool.
April 20, 2015, 10:23 (GMT)
Fix for brush radius, the Brush.size property is actually the radius and
not the diameter.
April 20, 2015, 10:23 (GMT)
Added back different selection modes (strands, verts, tips) for hair
editing.
April 20, 2015, 10:23 (GMT)
First selection operator implementation for hair edit: circle select.
April 20, 2015, 10:23 (GMT)
Use the "official" brush size calculated by blenkernel and subdivide
the stroke step to avoid tunneling.
April 20, 2015, 10:23 (GMT)
Filter affected hair vertices in edit mode based on the brush size and
z depth.
April 20, 2015, 10:23 (GMT)
Primitive hair lighting in OpenGL solid shading, cleanup of strands
drawing code for edit mode.

The lighting uses the same method as the particle hair, interpreting
strand direction as the normal. This is nowhere near realistic hair
shading, but doing this with line shading alone in the fixed-function
pipeline is probably not possible. A GLSL shader could be used instead
for a more realistic alternative as part of the viewport project. At
least this simple shading mode gives some orientation feedback while
editing hair.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021