Age | Commit message (Collapse) | Author |
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memory for loaded fonts, not store as a temp var in the fonts.
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* Removed last instance of "BLENDER_PLUGIN" define, removed in r39465 in the cycles branch.
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* It's now possible to set "flame rate" higher than 1.0. Higher rate basically means taller flame.
* More tweaking to "Quick Smoke" operator settings. Fire material is now also added by default even for smoke preset. -> You can now use quick smoke to easily setup a basic render settings that cover colored smoke and fire.
* Added settings to use a texture to define smoke flow "strength" for mesh emission. You can use automatically generated coordinates or UV layer.
* Fix: Adaptive domain bounds weren't drawn at all if smoke was uninitialized.
* Code cleanup.
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has to determine if a particle update is needed (which depends on dupli objects and their meshes), before deciding to skip the actual syncing.
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= n-1, upsampling = n).
Thanks goes to MiikaH.
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* Fix for changes in the OpenImageIO API.
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from Bill Currie (taniwha)
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todo: deployment target management
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* Domain vertical velocity was accelerating over time. This issue has been in trunk since smoke was first introduced, but was especially troublesome for fire simulations due to higher temperatures and therefore higher buoyancy lift.
* Domain sides were partly considered obstacles regardless of the active "Border Collisions" setting. Now all boundaries behave identically. This should be especially useful when using new gsoc features like domain rotation or changing gravity direction.
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* Remove BSP_GhostTest, not used and working for ages, approved by Sergey.
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Carve proved it's a way to go, so the time have came to get rid of old
boolean operation module which isn't used anymore.
Still kept BOP interface but move it to BSP module. At some point it
could be cleaned up further (like perhaps removed extra abstraction
level or so) but would be nice to combine such a refactor with making
BSP aware of NGons.
Tested on linux using both cmake and scons, possible regressions on
windows/osx. Would check windoes build just after commit.
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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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* Removed outdated OpenCL comments, kernel features are defined in kernel_types.h now.
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also remove historic comment which isnt helpful.
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It was read of initialized memory around holdout_weight in cases when
holdout material is used. Seems that it should be assigned to result
of shader_holdout_eval here.
If Brecht could double check this it'll be great.
This could potentially fix #32224: Holdout Error with CUDA Cycles Render
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totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
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openmp.
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we've been looking into texture limit for Mango and it's not needed now.
Anyway, this prints didn't cover all the cases when images were loading.
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a mask layer enabled.
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attribute.
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header must be included in cycles in order to expand the version check macro.
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be tweaked to fix [#32174])
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precision is important and doubles are used a lot here anyway. just use doubles, also quiet some double promotion warnings.
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Note: Compile still fails during ceres compile (namespace tr1 problems).
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required to get consistent ID numbers for particles. The Object ID is not usable since it's a user defined value of the instanced object, which does not vary per instance. Also the random value from the object info node is not consistent over time, since it only depends on the index in the dupli list (so each emitted or dying particle shifts the value).
The particle index is always the same for a specific particle. Randomized values can be generated from this with the use of a noise texture.
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Patch by IRIE Shinsuke, thanks!
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- For example fire related data/simulation is only processed when there is a fire type brush affecting the domain. Color data is enabled only when multiple colors are needed.
- This way most simulations require less disk space and are faster to calculate compared to previous branch versions.
* Tweaked smoke 3D-view shader to match previous non-colored version.
* Fixed memory leak with smoke colors.
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when using MEM_dupallocN. This helps figuring out issues with non-freed
dup_alloc blocks,
Simply enable DEBUG_MEMDUPLINAME in mallocn.c file.
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its handy to see whats actually loading from the blend files)
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collisions with PathRayFlag's
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also some minor style cleanup.
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