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2009-06-27Pointcache refresh part 2Janne Karhu
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as: - exact (not marked) - outdated (simulation is not done completely with current settings) - non-exact (frames were skipped during simulation) * The parameter "cache step" effects the number of frames between saved cache frames. - This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required. - Speeds up the "quick caching" very much. - Frames between cached frames are interpolated from the cached frames. - Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted. * The caching can work in normal or "quick" mode: [Normal cache] - Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames. - Becomes non-exact: After larger than 1 frame steps. - Becomes outdated: After any change effecting the simulation other than frame steps. - Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning. [Quick cache] - Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used. - Becomes non-exact: Always from frame 1 (unless cache step = 1). - Becomes outdated: Never. - Pros/cons: Not very accurate, but super fast! - Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides. * The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations: - step forwards (to unknown) -> simulate from last exact frame, store result - step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame * "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1. - Baking does the same, but runs the simulation all the way to the end of simulation. - Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact. * Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame". * Cloth simulation supports the new cache too.
2009-01-042.5Ton Roosendaal
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
2008-08-19Particles now got that force-hiding feature, too --> jahka: please take a ↵Daniel Genrich
look :)
2008-08-18Little tweaks so 0 wind results in 0 noise, also removed double-mass ↵Daniel Genrich
dependancy in cloth
2008-08-18a) Forces can be hidden by deflector object now (need to talk with jahka ↵Daniel Genrich
about particle integration - should be copy-paste) see http://dldw.de/tmp/index.php?file=w2.blend (press play button in timeline and change the absorption value ob the cube) b) fixed deflector/collision bug with continues physics c) cloth wind/forces uses masses now d) even faster collision object gathering e) have fun ;)
2008-08-18a) New unified effector system by Janne (jahka) + Me (genscher): particle ↵Daniel Genrich
and cloth/sb don't use different systems anymore. b) cloth wind corrected for new system c) Wind has noise option now d) @ Bjornmose: since the old factors are gone SB doesn't need to divide by 1000 etc. anymore. I didn't want to touch your code - you might like to take a look at it :)
2008-08-17Win64: please check my changes if you ran across them ;) But should be fine ↵Daniel Genrich
since no additional crashes were reported!
2008-07-03Cloth collisions: Reorganized collision system to be more flexible for other ↵Daniel Genrich
parts of blender, so it can be more easily reused. Also slowed down friction impulse.
2008-04-28Compiler warning fixes:Joshua Leung
* in scene.c in blenkernel, set_last_seq (defined in src - editseq.c) is called... this may/may not need some stubs for game-engine stuff * removed unused vars due to old particle-effects stuff
2008-04-21Chance wind scaling to be the same as particlesDaniel Genrich
2008-04-20Cloth: Wind was working the way arround due to wrong formula, reported by nudelDaniel Genrich
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-09Cloth bugfix for new timescaling featureDaniel Genrich
2008-04-09Cloth enhancement for upcomming cache changes: support different speed using ↵Daniel Genrich
clmd->sim_parms->timescale
2008-03-20Cloth structure names update: Sorry about this commit, it will kill all your ↵Daniel Genrich
cloth settings in old files but I had to do it before release because naming convention was really bad in cloth (e.g. using SimulationSettings instead of ClothSimSettings in DNA). Same for some structure in CollisionModifier but with no sideeffects.
2008-03-19Bugfix: cloth crash applying effector forces to quads.Brecht Van Lommel
2008-03-14Cloth header cleanup, bugfix (again) in wind calculation, bugfix for not ↵Daniel Genrich
working fields mindist GUI option
2008-03-10Cloth: Fixed wind force/speed calculation (was exploding with openmp before)Daniel Genrich
2008-03-06Cloth bugfix for jumpy cloth (users were complaining), so the mass can be ↵Daniel Genrich
changed on GUI now (reference: in old blendfiles, mass=1.0 was used)
2008-02-29Cloth: Bugfix for wrong calculated bending springs, Bugfix for ↵Daniel Genrich
selfcollisions (faster + bugfix for explode), Changed: Collision response also put vertices back to surface now
2008-02-28Cloth: Bugfix for goals, rotations could let them go wrong (reported by ↵Daniel Genrich
nudelZ, #blendercoders)
2008-02-28Cloth: 1. Bugfix for possible memory leak reported by Kenneth Styrberg (via ↵Daniel Genrich
mailing list), 2. Bugfix for friction again, 3. Preset menu on GUI (thanks to help from nudelZ (#blendercoders), 4. Possibility to disable autoprotect cache, 5. Some cache bugs fixed, 6. Some speedup in generating cloth
2008-02-25Purge of compiler warnings (number 2):Joshua Leung
* initial values I added in radialcontrol.c might need to be reviewed if they cause problems(I used 200, as it seems many tools were setting that) * #pragma warnings are the only warnings I still get, so that means we have a clean slate again
2008-02-12Cloth: New: *simple* (OpenMP enabled) Selfcollisions availableDaniel Genrich
2008-02-11* change integral type of loop var in two cases so OpenMP support compiles ↵Nathan Letwory
with MSVC, too. * remove wrong flag.
2008-02-08Cloth: Hopefully fixed bug reported from bjornmose (2nd try)Daniel Genrich
2008-02-07Cloth: 1. fix problem with pinning (reported by ZanQdo), 2. fix cache ↵Daniel Genrich
protected + 'not saved' gui message bug (reported by Tobias Regenbrecht)
2008-02-04Cloth: Fixed: [#8210] (includes bad spring calculation), only mesh can get ↵Daniel Genrich
cloth assigned, New: initial try of Bridson/Fedkiw friction formula implementation, better GUI feedback when e.g. cache is protected and settings too
2008-01-30Cloth: Bugfix: 1. Kicking esc again, 2. Collision modifier needed to be ↵Daniel Genrich
updated when going backward in time, 3. GUI change when no bullet there
2008-01-30makes bullet independant from gameengine for cmake, introduces esc-key ↵Daniel Genrich
during sim, disables collisions when no bullet there
2008-01-30Initial commit of cloth modifier from branch rev 13453Daniel Genrich