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2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2015-01-28Fix warning from previous commit:Antony Riakiotakis
Set slot to NULL when no active slot is found.
2015-01-28Texture painting, support cycles UV Map nodes:Antony Riakiotakis
Support UV Map nodes for determining active UV layer. Now when an image node is enocuntered, the system will recursively search the node's input sockets for any UV Map nodes. Obviously this won't fetch any coordinate transforms into painting, and it will only choose the first UV Map node encountered if more than one UV Map nodes are combined. However it should allow custom UV setups per materials and tweaking of the UV Map node's UV layer from the Slots panel.
2015-01-28Sequencer: Option to skip strip proxy generation if they already existsSergey Sharybin
This is a per-strip option next to the build proxy size which tells blender whether to skip building proxy size if the file for it already exists or not. The option is called "Overwrite" for simplicity. This option is enabled by default to avoid changes in the file behavior. TODO: Would be nice to do something like that for movie clips as well.
2015-01-28cleanup: py importsCampbell Barton
2015-01-27Fix T43408: Putting steps and keys properties into an inactive sublayoutLukas Tönne
based on the interpolate property does not make any sense at all. These settings are still totally confusing - this code has not been touched since 2009 at least! Go figure ...
2015-01-26Fix T38619: Confusing logic for Keying Set keyframing SettingsJoshua Leung
The logic used for determining whether certain keyframing settings (i.e. visual, only needed, xyz -> rgb) got applied was wonky. The original intention here was that the Keying Set settings would override the global settings, and the path settings would override what was used for the Keying Set. However, that was not happening in all cases previously, as it was only possible to add flags and not to turn them off. This commit fixes that by introducing separate toggles to control whether the Keying Set/Path's settings override the settings inherited from its parent (i.e. the Keying Set for the Path, and the User Prefs for the Keying Set). The icons used for these toggles could get revised a bit (we need something which communicates "override this"; the current one is the closest I could find) WARNING: If you have old keying sets, this may cause some breakage!
2015-01-26Fix T43345: Dirty Vertex Colors - odd behaviorCampbell Barton
was cancelling when the dynamic range was zero, but gave odd behavior, using the last value, not the values from the UI.
2015-01-26Bugfix T43343: Buttons for Keyframing Settings are Mutually ExclusiveJoshua Leung
Since 1c3f2354f83b3e79dee31d837ca4d7c08d2c3f26 the keyframing settings on Keying Sets have been incorrectly displayed as a clump of toggle buttons, which are usually only used when only one of the options apply. Reverting this back to how it was, while leaving bl_options in place still for the one case where it makes sense to do it that way (i.e. for KeyingSetInfo)
2015-01-25Fix T43315: Minor Conflict in Maya Key Configsjulianeisel
Alt+Mousewheel was used for frame scrubbing which isn't really good as users may often use this by accident while using Alt for Viewport navigation. Frame scrubbing/frame_offset() is now called by Ctrl+Alt+Mousewheel (shift + Mousewheel was already used for scrolling up/down)
2015-01-23PyAPI: don't adjust prefs when an fails to loadCampbell Barton
Recent addons commit meant that addons would be enabled even if they weren't found. This would give an error (which is fine), but also remove from preferences.
2015-01-23PyAPI: avoid scanning all addons on startupCampbell Barton
Gives small speedup
2015-01-23PyAPI: use set.discard instead of set-subtractionCampbell Barton
2015-01-23Cleanup: replace deprecated imp -> importlibCampbell Barton
2015-01-23Theme Flatty LightPablo Vazquez
As discussed, welcome flatty light to master!
2015-01-21Removed generic debug1..4 values from the cloth data.Lukas Tönne
These were used as UI buttons during development. If such parameters are needed again later they should instead be added in the (now global) SimDebugData and made accessible with a dev addon or so.
2015-01-21Remove 'addons_extern' was used before git moveCampbell Barton
2015-01-20Update icons after recent cleanup in svg file.Bastien Montagne
Note differences in those five icons are invisible by eye, just for sake of consistency.
2015-01-20Cleanup SVG icon file, pass II.Bastien Montagne
Name each icon group from its define in Blender. Simplifies searching for a given icon (in one way or the other), and could also be useful one day in some scripting. Also, removed/fixed more empty and stray groups... Finally, found that we have several svg icons not linked to any defines, and one define with no icon (dyntopo), would be nice to sort this one way or the other too.
2015-01-20Cleanup SVG icons file: pass I.Bastien Montagne
Made sure each icon has its own, 'private' group. Removed empty groups, and some stray paths and rects (among other benefits, 'make icons' do not generate anymore that half o dozen of empty icons one had to remove by hand before committing ;) ). Note: double checked, only five generated icons differ (on binary level) from before, with no actual visual diff.
2015-01-20Fixed missing import in particles UI script.Lukas Tönne
2015-01-20Second variant of the copy-to-select operator for particles to onlyLukas Tönne
copy the active particle system (and not remove existing in the process).
2015-01-20Added a "specials" menu button next to the particle systems list forLukas Tönne
accessing the copy operator.
2015-01-20New texture influence option for particle kink amplitude (as opposed toLukas Tönne
frequency).
2015-01-20Renaming "Kink" texture influence to "Kink Frequency" to be moreLukas Tönne
specific.
2015-01-20Optional randomization factors for the spiral radius and axis orientation.Lukas Tönne
2015-01-20Nicer calculation of the kink axis and result of the spiraling forLukas Tönne
negative radius.
2015-01-20Another crappy approach to spirals on hairs, crazy expensive though.Lukas Tönne
Conflicts: source/blender/blenkernel/intern/particle.c
2015-01-20Spiral kink mode for particles.Lukas Tönne
This is BAD code, but the particle kinking does not make it easy to write a non-local modifier that requires neighboring positions, curvature, etc. The feature is needed for Gooseberry.
2015-01-20Optional clumping noise feature for simulating twisted hair strands.Lukas Tönne
This adds another level of clumping on child hairs. When enabled, child hairs chose a secondary clumping target using a Voronoi pattern. This adds visual detail on a smaller scale, which is useful particularly when the number of parents is relatively small. Natural fibres behave in a similar way when they become sticky and intertwined. Hairs close to each other form a first twisted strand, then combine into larger strands. Similar features can be found in ropes: http://en.wikipedia.org/wiki/Hair_twists http://en.wikipedia.org/wiki/Rope Conflicts: source/blender/blenloader/intern/versioning_270.c
2015-01-20Disable scope updates in texture and image paint modes.Lukas Tönne
Scope update is very slow for high resolutions, and currently blocks the UI thread(!). This is especially terrible in paint modes, where each stroke causes a scope update and unacceptable freezing. The scopes update method tries to avoid this somewhat by skipping if the toolbar is disabled, but this doesn't help when painting where brush tools etc. are frequently needed. It's also a bad-level poll, with the core system accessing a UI element. Eventually scope updates should become a low-priority background job, as well as becoming threaded. Until then this polling provides a usable workaround to the most outrageous cases.
2015-01-20Curve-based control for "roughness" (noise displacement) of child hair.Lukas Tönne
2015-01-20Curve-based control for child path tapering.Lukas Tönne
This is an alternative method to the current fixed function with a clump factor and "shape" parameter. This function is quite limited and does not give the desired result in many cases (e.g. long, parallel rasta strands are problematic). So rather than trying to add more parameters there is now a fully user-defined optional curve for setting the tapering shape.
2015-01-20Presets for hair dynamics.Lukas Tönne
This is necessary because the hair dynamics settings are not part of the ParticleSettings datablock, but part of the convoluted cloth modifier inside the particle system struct. In the future this will be recoded properly, but in the meantime presets provide a simple an unobtrusive way to have reusable dynamics settings for hair. Conflicts: release/scripts/startup/bl_ui/properties_particle.py
2015-01-20Randomness factor for hair bending stiffness.Lukas Tönne
This helps to create some variation in a hair system, which can otherwise become very uniform and boring. It's yet another confusing setting in a system that should have been nodified, but only option for now (broken windows ...) Conflicts: source/blender/blenkernel/intern/particle_system.c source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20Use dedicated debug values in cloth settings instead of abusing unusedLukas Tönne
other values. Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20Implementation of a target density feature for the hair simulation.Lukas Tönne
This allows setting a target density which the fluid simulation will take into account as an additional term in the pressure Poisson equation. Based on two papers "Detail Preserving Continuum Simulation of Straight Hair" (McAdams et al. 2009) and "Two-way Coupled SPH and Particle Level Set Fluid Simulation" (Losasso et al. 2008) Currently the target pressure is specified directly, but it will be a lot more convenient to define this in terms of a geometric value such as "number of hairs per area" (combined with hair "thickness"). Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20Use a fixed, uniform cell size for hair continuum grids.Lukas Tönne
This is a bit more awkward for artists to use, but necessary for a stable solution of the hair continuum calculation. The grid size is defined by the user, the extent of the grid is then calculated based on the hair geometry. A hard upper limit prevents bad memory allocation in case too small values are entered. Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20Debug drawing feature to visualize the hair continuum grid.Lukas Tönne
2015-01-20Reorganizing hair dynamics UI layout a bit to make settings slightlyLukas Tönne
more intuitive. Also removed a couple of unused or useless features from the UI: * collider friction is unused and replaced in favor of true collision * spring damping refers to structural springs (stretch), which is not noticable in hair due to extreme stiffness atm. * pressure factors are not sure since this feature is too unstable atm. Conflicts: release/scripts/startup/bl_ui/properties_particle.py
2015-01-20New hair editing feature "Shape Cut", for cutting hair based on a meshLukas Tönne
shape instead of a brush tool. The brush cutting tool for hair, while useful, is not very accurate and often requires rotating the model constantly to get the right trimming on every side. This makes adjustments to a hair shape a very tedious process. On the other hand, making proxy meshes for hair shapes is a common workflow. The new operator allows using such rough meshes as boundaries for hair. All hairs that are outside the shape mesh are removed, while those cutting it at some length are shortened accordingly. The operator can be accessed in the particle edit mode toolbar via the "Shape Cut" button. The "Shape Object" must be set first and stays selected as a tool setting for repeatedly applying the shape.
2015-01-20Guide hair drawing for hair particles.Lukas Tönne
Without this the particle system only shows the actual non-simulated hairs ("guide hairs") during edit mode. These hairs are used for goals as well, so showing them in the regular viewport is pretty important. Also the usual hair curves are interpolated along the entire length, which makes it very difficult to see exact vertex positions, unless using exact powers of 2 for the segment number and match the display steps. Conflicts: source/blender/blenkernel/intern/particle.c
2015-01-20Added separate damping for bending springs.Lukas Tönne
The bend damping factor was hardcoded to the same value as the stiffness. Now it has its own factor in the settings and button in hair dynamics.
2015-01-20Basic solver result feedback from the mass-spring (cloth/hair) solver.Lukas Tönne
This returns a general status (success/no-convergence/other) along with basic statistics (min/max/average) for the error value and the number of iterations. It allows some general estimation of the simulation quality and detection of critical settings that could become a problem. Better visualization and extended feedback can follow later.
2015-01-20Disabled the velocity filtering feature for now, since the weighting isLukas Tönne
incorrect. The voxel grid needs better tool support to make it usable, so fixing the filtering is not high priority right now.
2015-01-20Added basic filtering feature for velocity smoothing.Lukas Tönne
This is part of the original method from "Volumetric Methods for Simulation and Rendering of Hair". The current filter is a simple box filter. Other energy-preserving filters such as gaussian filtering can be implemented later. The filter size is currently given as a cell count. This is not ideal, rather it should use a geometrical length value, but this is too abstract for proper artistical use. Eventually defining the whole grid in terms of spatial size might work better (possibly using an external object).
2015-01-20Made the voxel grid size for hair interaction configurable and increasedLukas Tönne
the default to 32. Conflicts: source/blender/blenloader/intern/versioning_270.c
2015-01-20Debug drawing for simulations, to aid in visualizing abstract data suchLukas Tönne
as forces, velocities, contact points etc. This uses a hash table to store debug elements (dots, lines, vectors at this point). The hash table allows continuous display of elements that are generated only in certain time steps, e.g. contact points, while avoiding massive memory allocation. In any case, this system is really a development feature, but very helpful in finding issues with the internal solver data.
2015-01-20Implemented internal hair pressure to prevent hair from collapsing inLukas Tönne
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.
2015-01-20Support for various data properties of the hair grid in the voxelLukas Tönne
texture.