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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/makesdna/DNA_cloth_types.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/makesdna/DNA_cloth_types.h')
-rw-r--r--source/blender/makesdna/DNA_cloth_types.h2
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) */