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authorLukas Tönne <lukas.toenne@gmail.com>2014-08-28 16:55:55 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:29:21 +0300
commitba8b8ec99870e61ba7496b3c55795e5acf9bd573 (patch)
tree3d70aa0652d219d16eb0009ded98686100d0f5a7 /source/blender/blenkernel/BKE_collision.h
parent345c7b144d0ddeb6dbf2b7ba77ae9ac89b8c9671 (diff)
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.
Diffstat (limited to 'source/blender/blenkernel/BKE_collision.h')
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