Age | Commit message (Collapse) | Author |
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correct.
The "premultiply" optimization here did not take the extrapolation into account.
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updates.
This file crashes on loading with NULL pointer access to curve_cache:
{F77132}
The pdInitEffectors function was amalgamating the simple
collection of effector objects with an automatic precalculation for
curve guides and the like. This precalculation requires object data
that may not be available until the DAG has finished.
Since for DAG dependencies only the list of effectors is required,
added an argument to disable precalculation when collecting effectors.
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This might have been a reason of bug T38281.
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Goal of this commit is to support NGons for boolean modifier
(currently mesh is being tessellated before performing boolean
operation) and also solve the limitation of loosing edge custom
data layers after boolean operation is performed.
Main idea is to make it so boolean modifier uses Carve library
directly via it's C-API, avoiding BSP intermediate level which
was doubling amount of memory needed for the operation and which
also used quite reasonable amount of overhead time.
Perhaps memory usage and CPU usage are the same after all the
features are implemented but we've got support now:
- ORIGINDEX for all the geometry
- Interpolation of edge custom data (seams, crease)
- NGons support
Triangulation rule is changed now as well, so now non-flat
polygons are not being merged back after Carve work. This is
so because it's not so trivial to support for NGons and
having different behavior for quads and NGons is even more
creepy.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D274
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Those derived meshes (used in Edit mode) were using simple sum of neighbor poly normals to get vertex normals,
while everywhere else in Blender we use weighted sum of such poly normals.
Patch: D311
Reviewed and enhanced by Campbell, thanks!
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The "Cast Shadows" worked as expected, but it can cause problem in some cases.
For example, when using strand render, we need disabling only buffer shadows,
but the previous changes made that impossible. "Cast Shadows" should be added
as a newly created option.
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to reflect opacity changes
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ray shadows also, and rename it to "Cast Shadows".
This allows us to make materials that don't cast ray shadows.
Turning off this property can reduce the rendering time slightly.
Note: RNA path is changed to "use_cast_shadows" as well. The older
path "use_cast_buffer_shadows" still can be used as its alias, but
it will be removed after updating some addons.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D272
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FCurve Noise Modifer now has an extra float property which offsets the noise in time.
This is useful for creating follow through in procedurally animated noise.
For example, if you've used a noise modifier on a parent bone to add additional movement,
a quick and easy way to add overlapping motion is to create copies of that modifier on
its children, and then offset the time those curves play at. See this in action at:
http://youtu.be/Ph6fk_z_k3k
Reviewed By: Joshua Leung
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Description:
--------------------------
Use loose edges marked as seams as sewing springs.
Usage:
-------------------------
All this patch does is set the rest length to 0 and the stiffness to 1 for springs for loose edges marked as seams so that during the cloth simulation they will be brought together.
Example Video:
-------------------------
http://www.youtube.com/watch?v=-Y_bC0gjoM0
Original Patch by thesleepless (+ git patch by codemanx)
Thank you!
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Z, Index, normal, UV and vector passes are only affected by surfaces with alpha
transparency equal to or higher than this threshold. With value 0.0 the first
surface hit will always write to these passes, regardless of transparency. With
higher values surfaces that are mostly transparent can be skipped until an opaque
surface is encountered.
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This fixes the first case mentioned in the report. Has to do some ugly
DNA access to SpaceNode, unless we'd allow a bad level call there to do
it in ED_node ...
The second case has been fixed by @sergey in D274:
https://developer.blender.org/D274?vs=838&id=879#toc
So actually asan just did its job here, good to know!
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overwrite each other
It was intended to work actually using particle cache's stack index
but this index might have been calculated incorrect in special case:
* With default cube scene, add particle system to the cube
* Add disk cache to the particle system
* Save file and reload it
* Add another particle system and enable disk cache
This would lead to two point caches with the same stack index of zero.
This happened because point cache indices list wasn't stored in the
.blend file so once you've reload your file blender doesn't know anything
about number or point caches used.
And what was even more confusing is that point cache indices list was
trying to be load from the file, but this failed because it wasn't in the
file.
This commit solves the root of the issue which is ability of producing
.blend file with two point caches using the same disk cache. This is
done by making it sure that point cache indices list is stored in the
.blend file. And also made it so disabling disk cache will tag it to
recalculate stack index.
Old broken files wouldn't magically start working, but fixing them is
rather simple manually by toggling Disk Cache option.
Reviewers: lukastoenne, brecht
CC: sergof
Differential Revision: https://developer.blender.org/D286
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of particles
Root of the issue goes to the order of particle initialization which does
texture evaluation (which does depend on particle coordinate) and particle
birth coordinate calculation. So basically what happened is:
* Changing number of particles re-allocated all the particles,
which sets their coordinate to (0,0,0)
* Texture evaluation used this non-initialized coordinate
* Coordinates were calculated for particles
Reshuffled code a bit so now texture evaluation happens after particles.
coordinate calculation. Basically moved texture evaluation to particle
reset function. Reset happens after initialization anyway and it does
know particle coordinates. Also, if reset is being called without init
then it's also kind of logical to re-evaluate texture because particle
coordinates might change.
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don't get updated based on context.
As discussed in T38340 the solution is to use the current scene from
context whenever feasible.
Composite does not use node->id at all now, the scene which owns the
compositing node tree is retrieved from context instead.
Defocus node->id is made editable by the user. By default it is not set,
which also will make it use the contextual scene and camera info.
The node->id pointer in Defocus is **not** cleared in older blend files.
This is done for backward compatibility: the node will then behave as
before in untouched scenes.
File Output nodes also don't store scene in node->id. This is only needed
when creating a new node for initializing the file format.
Reviewers: brecht, jbakker, mdewanchand
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D290
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Support for tagging polygon numbers when adding scanfill data,
saves having to calculate connectivity afterwards (which can take approx half overall scanfill time for complex curves).
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object in some specific, reproducable, cases
MLOOPUV CDlayers had "UV Coord" default name, instead of "UVMap", when it is mandatory matching MTEXPOLY and MLOOPUV to have the same name!
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Issue was caused by NULL-pointer de-reference when post-processing
the frame without putting the frame to movie cache.
Differential Revision: https://developer.blender.org/D276
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Crash was caused by missing curve_cache due to cyclic dependency.
This commit is rather a workaround, but we couldn't really guarantee
proper behavior in cases with cyclic dependency. So rather than calling
object update directly as it used to be let's don't perform curve
deform and be safe for threading instead.
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This option was only exposed to the interface and internally
was doing basically nothing.
Removing it to prevent artists from being confused.
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Patch by tamerlan311 (Alex Babahin)
Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D282
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I hope this time we are done!
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