Age | Commit message (Collapse) | Author |
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Point-cached particles (those using simulations) would not update at all outside of
first frame, due to PSYS_RECALC_RESET flag being ingnored in `system_step()`...
For some mysterious reasons, udate is still non-fully functional outside of startframe
(e.g. changing face distribution between random and jittered), but at least when choosing
'Vertices' you get particles from verts and not faces!
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Useful when BLI_bvhtree_range_query callback calculates a new position to measure from.
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Problem was, during initialization of boids particles in `dynamics_step()`,
psys of target objects was not obtained with generic `psys_get_target_system()`
as later in code, which could lead to some uninitialized `psys->tree` usage...
Think it's safe enough for 2.77, though not a regression.
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Static schedule was responsible here...
Also, made a minor optimization in case adaptative (auto) subframes are enabled,
gives a few percent of speedup here.
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Made those curves local to thread evaluation now, so there is no
threading conflict accessing them from evaluation threads anymore.
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The threaded code is twice quicker now (from an average of 20ms/frame to 10ms/frame
while baking 10000 particles here e.g.)!
Think this is mostly due to usage of 'dynamic' scheduler in OMP code though,
from my experience so far this tends to have dramatic effects over performances,
static scheduler is usually much much more efficient.
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location.
It also fixes another issue (crash) related to symmetric editing.
Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index
as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time...
This patch mostly fixes particle editing mode:
- Adding/removing particles when using generative modifiers (like subsurf) should now work.
- Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work.
- X-axis-mirror-editing particles over ngons does not really work, not sure why currently.
- All this in both 'modes' (with or without using modifier stack for particles).
Tech side:
- Store a deformed-only DM in particle modifier data.
- Rename existing DM to make it clear it's a final one.
- Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches.
- Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM
when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface
from an final DM tessface index).
Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway),
it's more like some urgency bandage. Whole crap needs complete rewrite anyway,
BMesh's polygons make it really hard to work with current system (and looptri would not help much here).
Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too.
Reviewers: psy-fi
Subscribers: dfelinto, eyecandy
Maniphest Tasks: T47038
Differential Revision: https://developer.blender.org/D1685
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When the quat is known to be unit length, so we can avoid scaling
(just conjugate_qt which asserts on non unit quats).
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Was only visible with new dependency graph.
Changing emit_from still doesn't behave fully reliably tho, that needs some
closer investigation.
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By default watertight intersections are used,
For callbacks where its not needed,
BLI_bvhtree_ray_cast_ex can be called without the BVH_RAYCAST_WATERTIGHT flag.
Fixes T45286
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This was already the case for most users of ray-cast.
Doing this avoids 2x normalize calls per ray-cast in many places.
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Note that the collision modifier doesn't have any use for Loop indices,
so to avoid duplicating the loop array too,
MVertTri has been added which simply stores vertex indices (runtime only).
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This is a regression since dced56f and root of the issue comes to the fact
that grid distribution sets UNEXIST flag during distribution, which is then
being reset in initialize_all_particles().
This commit solves the issue, but it's not really nice and some smart guy
might want to revisit it.
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This commit only adds callbacks which then later be used with major dependency
graph commit, keeping the upcoming commit more clean to follow.
Should be no functional changes so far still.
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This way it is possible to have viewport simplification bumped all the way up,
making viewport really responsive but still have final render to use highest
subdivision possible.
Reviewers: lukastoenne, campbellbarton, dingto
Reviewed By: campbellbarton, dingto
Subscribers: dingto, nutel, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1273
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"Unexisting" particles must be freed after the unexist flag has been set,
which was no longer the case after 78c491e62a5.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D1213
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This reverts commit 176ed5bfe280ef2151f93c0940d54498aaf00d71.
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The issue was caused by phase being limited from 0 to 1, which gave only
0..M_PI distribution which is not good enough for good randomness.
Now the phase is being randomized across full 0..2*M_PI range.
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Added some guards to prevent clumping to non existing particles. Also, adjusted threaded child path evaluation, so each child is evaluated once - previously virtual parents were done twice.
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This method does not work for hair anyway. Even though hair collision
needs work at this point, it's still better than nothing.
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Fix for T43768
This way it works consistent with cloth, softbodys, etc.
Reviewers: lukastoenne
Differential Revision: https://developer.blender.org/D1134
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This reverts commit b2b54b0902045ec4f0c1a4cae3209be863878f5b.
The patch breaks particle distribution even in simple cases, not worth
doing this for keeping a hackish loophole open.
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Particle textures always override timing information of particles.
Previously particle times could be scripted, but now these changes are
discarded by the texture evaluation function.
The patch disables texture overriding when no textures are defined, this
way at least some old scripts can keep working.
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The internal cloth modifier effector weights get replaced temporarily
to make the cloth sim use the particle weight settings instead. But
the particle sim was not putting back the original weights, which can be
non-NULL in case the cloth sim allocated these already. Messy design ...
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function.
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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.
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to prevent double-freeing/invalid mem access.
This can happen with the "virtual parents" feature, which generates both
parent and child paths. Each task free function also freed the shared
context, leading to double freeing.
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The previous calculation was modulated with the angle between the wind
direction and the segments, which leads to very oscillating behavior.
Now the formula includes an estimate for the geometric cross section
of a hair segment based on the incident angle and the hair thickness
(currently just the particle size). This gives a more stable behavior
and more realistic response to wind.
Conflicts:
source/blender/blenkernel/intern/particle_system.c
source/blender/physics/intern/BPH_mass_spring.cpp
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A stupid hack is needed here, changing the way the factor is applied to
angular bending springs. In cloth sim the bending factor of individual
springs is applied as a mix value between the bending stiffness and a
max value, but this max value isn't even used in hair sim so that
approach becomes useless.
Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
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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
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easier.
This code is badly broken and needs to be replaced, but at least having
a workable code structure might help with quick hacks to fix the worst
cases.
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cloth DM does not exist.
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one solver anyway), and split some particle cloth functions for clarity.
Conflicts:
source/blender/blenkernel/BKE_particle.h
source/blender/blenkernel/intern/particle_system.c
source/blender/blenloader/intern/versioning_270.c
source/blender/makesdna/DNA_particle_types.h
source/blender/makesrna/intern/rna_particle.c
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distribution and path caching for child particles.
This gives a significant improvement of viewport playback performance
with higher child particle counts. Particles previously used their own
threads and had a rather high limit for threading. Also threading
apparently was disabled because only 1 thread was being used ...
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With the default 5 substeps the simulation can otherwise still become
unstable. This is just a preliminary measure anyway until the length
variance can be fixed properly.
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during simulation.
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Basically follows the Pixar approach from "Artistic Simulation of Curly
Hair".
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This is more involved than using simple straight bending targets
constructed from the neighboring segments, but necessary for restoring
groomed rest shapes.
The targets are defined by parallel-transporting a coordinate frame
along the hair, which smoothly rotates to avoid sudden twisting (Frenet
frame problem). The rest positions of hair vertices defines the target
vectors relative to the frame. In the deformed motion state the frame
is then recalculated and the targets constructed in world/root space.
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The hair solver needs sane input to converge within reasonable time
steps. In particular the spring lengths must not be too difference
(factor 0.01..100 or so max, this is comparable to rigid body simulation
of vastly different masses, which is also unstable).
The basic hair system generate strands with equally spaced points, which
is good solver material. However, the hair edit operators, specifically
the cutting tool, can move points along the strands, creating tightly
packed hair points. This puts the solver under enormous stress and
causes the "explosions" observed already during the Sintel project.
The simple solution for now is to exclude very short hairs from the
simulation. Later the cutting tool should be modified such that it
keeps the segments roughly at the same length and throws away vertices
when the hair gets too short (same goes for the extension tool).
The hair system should have a general mechanism for making sure that
situations such as this don't occur. This will have to be a design
consideration for replacements in any future hair system.
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This adds transformations for each hair from world to "root space".
Currently positions and velocities are simply transformed for the solver
data and inverse-transformed when copying the results back to the cloth
data. This way the hair movement becomes independent from the movement
of the emitter object. Eventually the "fictitious" forces originating
from emitter movement can be added back in a controlled way.
http://en.wikipedia.org/wiki/Fictitious_force
Ignoring these fictitious forces or scaling their effect is physically
correct, because in the absence of external forces the hair will always
return to rest position in this root frame.
External forces currently are not yet transformed into the root space.
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This will allow us to implement moving reference frames for hair and
make "fictitious" forces optional, aiding in creating stable and
controllable hair systems.
Adding data in this place is a nasty hack, but it's too difficult to
encode as a DM data layer and the whole cloth modifier/DM intermediate
data copying for hair should be removed anyway.
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This is still using the old BVH tree collision methods to generate
contact points, similar to what cloth does. This should be replaced
by a Bullet collision check, but generating contacts in this way is
easier for now, and lets us test responses and stability (although in
more complex collision cases the BVH method fails utterly, beside being
terribly inefficient with many colliders).
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