diff options
author | Lukas Tönne <lukas.toenne@gmail.com> | 2014-08-28 16:55:55 +0400 |
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committer | Lukas Tönne <lukas.toenne@gmail.com> | 2015-01-20 11:29:21 +0300 |
commit | ba8b8ec99870e61ba7496b3c55795e5acf9bd573 (patch) | |
tree | 3d70aa0652d219d16eb0009ded98686100d0f5a7 /source/blender/makesdna/DNA_cloth_types.h | |
parent | 345c7b144d0ddeb6dbf2b7ba77ae9ac89b8c9671 (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/makesdna/DNA_cloth_types.h')
-rw-r--r-- | source/blender/makesdna/DNA_cloth_types.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_cloth_types.h b/source/blender/makesdna/DNA_cloth_types.h index 6c7d500e4e2..a9e066ef45e 100644 --- a/source/blender/makesdna/DNA_cloth_types.h +++ b/source/blender/makesdna/DNA_cloth_types.h @@ -69,6 +69,8 @@ typedef struct ClothSimSettings { float goalspring; float goalfrict; float velocity_smooth; /* smoothing of velocities for hair */ + float pressure; /* pressure factor from hair density */ + float pressure_threshold; /* minimum density for hair pressure */ float collider_friction; /* friction with colliders */ float vel_damping; /* damp the velocity to speed up getting to the resting position */ float shrink_min; /* min amount to shrink cloth by 0.0f (no shrink) - 1.0f (shrink to nothing) */ |