Age | Commit message (Collapse) | Author |
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for good reason it seems
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character. also remove some dead code (return directly after return).
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Thanks to Miika for pointing this issue out and fixing it.
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results, as if smoke was colliding in an invisible wall.
This was caused by a "hack" Daniel Genrich introduced in his moving obstacles commit in r46050. I suppose it was originally added to prevent issues with too fast moving obstacles, but now it ended up limiting maximum velocity of higher resolution simulations.
Here is an comparision of 184 resolution simulation (simulation area limited by adaptive domain):
https://www.miikah.org/blender/smoke_with_pressure_limit_hack.png
https://www.miikah.org/blender/smoke_without_pressure_limit_hack.png
I now reverted that hack until a better solution is found. Daniel, can you check this out? Pressure was limited to maximum of dt * dx (= dt / res) which doesn't make sense to limit pressure based on grid resolution. Maybe better to limit with a constant factor instead?
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openmp was enabled.
This was a typical threading issue. Move that particular function out of the parallel block.
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often write protected on modern systems.
This caused high resolution smoke to always regenerate new tile when domain was reinitialized, slowing down especially adaptive domain simulations. Now noise tile is saved in Blender temp directory instead.
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MATHUTILS_TOT_CB and reduce float->double conversions.
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BLI_scanfill_begin().
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Warning: Just make sure that you DON'T free the cache at any point. This patch can only display existing pointcaches from e.g. 2.64
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to include a few more that gcc is using too.
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types don't get messed up either. (Relating previous fire fixes)
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on the system.
Note: this doesn't work yet for everything with latest stable bullet (2.81), need to look into why and likely apply some patches upstream.
However I managed to link blender by disabling some features, likely it can be made to work without too much trouble.
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Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
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If loading an existing FFT noise tile failed the tile in memory was left uninitialized.
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CMake had FFTW disabled by default, and when FFTW was not enabled it lead to
uninitialized memory usage. Now it falls back to wavelet if there is no FFTW,
and I've enabled it by default in CMake. If it's not found on Linux it will get
disabled automatically.
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style edits.
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transfered velocity from moving collision object.
Result:
http://www.youtube.com/watch?v=KRtc8eAgaZA
Part of my Blender Development Project Phase III, merged from Smoke2 branch
WIP docs:
http://wiki.blender.org/index.php/User:Genscher/Smoke_Development_Project_2012
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New:
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Collision objects do cause vorticity when passing through smoke
Part of my Smoke Development Project (milestone III)
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- Mark some functions as static
- ifdef-ed currently unused functions from spectrum.cpp
- Fixed missing prototype for smectrum() function
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Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements
Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer
Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
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= n-1, upsampling = n).
Thanks goes to MiikaH.
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with specific object scaling.
Part of Smoke Development Phase III.
Credit also goes to MiikaH: It was a teamwork effort and took days to track down. :)
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since they are ignored on reading.
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Part of Blender Smoke Develeopment Milestone III.
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a) Another boundary fix. Resulted in smoke getting "sucked" back into the domain
b) Disabling substeps (internal thing). Fixes arbitrary explosions/instabilities.
Part of my Blender Smoke Development.
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positive and negative axises.
+ Some code cleanup.
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Detail: Smoke solver and Blender side of smoke now share the same cell length.
First reported by the Sintel artists long ago, again reported by MiikaH.
Part of my Smoke Development Project Phase III.
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Sponsored by the Blender Development Fund.
http://www.blender.org/blenderorg/blender-foundation/development-fund/
Remarks:
The original code was not designed to support moving obstacles so I had to introduce some velocity constraints into the code to prevent smoke from exploding. If this causes problems with "fire" emulation, please let me know.
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Thank you for pointing this out!
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Thank you for pointing this out!
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http://markmail.org/message/fp7ozcywxum3ar7n
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intern/elbeem/intern/solver_relax.h)
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remove missing includes and use more strict formatting.
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