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author | Ton Roosendaal <ton@blender.org> | 2005-12-09 01:05:42 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2005-12-09 01:05:42 +0300 |
commit | c492729b3a0d52ae01ee67e5ad92bdb02f6585df (patch) | |
tree | 4e83439d1aed0a943c0abe44ceaf8d9b72f8f7e2 /source/blender/blenkernel/BKE_group.h | |
parent | 13d638c8b8975db9faccb50774e68b84cd0d132b (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!
Diffstat (limited to 'source/blender/blenkernel/BKE_group.h')
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