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authorTon Roosendaal <ton@blender.org>2005-12-09 01:05:42 +0300
committerTon Roosendaal <ton@blender.org>2005-12-09 01:05:42 +0300
commitc492729b3a0d52ae01ee67e5ad92bdb02f6585df (patch)
tree4e83439d1aed0a943c0abe44ceaf8d9b72f8f7e2 /source/blender/blenkernel/BKE_group.h
parent13d638c8b8975db9faccb50774e68b84cd0d132b (diff)
New feature: "Stress" texture input channel
(As usual movies disappears after while) Face example showing stress values on a blend. White is stretch, black is squeeze http://www.blender.org/bf/0001_0014.avi Quick test with softbody stretch http://www.blender.org/bf/0001_0100.avi Based on the difference of the "Orco" (original undeformed coordinate) and the actual render coordinate, a stress value is computed to make textures react to stretching or wrinking skin. The texture coordinate is neutral (0) on relaxed state. -1 is squeezed to zero, +1 is stretched to infinity. Note that scaling (object itself or parent) also will result in stress values. The reason for the huge commit is a cleanup in allocating memory for the vertices. These were growing too large with new options, so now it allocates the optional coordinates dynamically. Saves about 20 MB memory per 1M vertices already. But best of all is that I now can add much more fun... so tangents, here we come!
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