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2009-08-13* First commit merging 2.4-based sim_physics in to volume25 branch.Matt Ebb
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983 More to come, but this makes things much easier to work on for me :)
2009-07-30BF2.5: First commit of smoke code.Daniel Genrich
Not working: a) rendering (since volumterics branch is not merged yet) b) moving collision objects of any kind c) saving of collision objects (because that's what I am working on) d) pointcache e) A bunch of other things I already know of So please do not report any bugs on this one yet :-)
2009-04-212nd try to merge sim_physics with trunk rev 19825Daniel Genrich
Please check if volumetrics are yet working
2008-10-02* Re-coded the point density range checking to be a bit cleaner, and Matt Ebb
not necessary to modify the BVH functions.
2008-10-01* Point Density textureMatt Ebb
Replaced the previous KD-tree (for caching points) with a BVH-tree (thanks to Andre 'jaguarandi' Pinto for help here!). The bvh is quite a bit faster and doesn't suffer some of the artifacts that were apparent with the kd-tree. I've also added a choice of falloff types: Standard, Smooth, and Sharp. Standard gives a harder edge, easier to see individual particles, and when used with a larger radius, Smooth and Sharp falloffs make a much cloudier appearance possible. See the image below (note the settings and render times too) http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_bvh.jpg
2008-09-13Particle collisions upgrade:Janne Karhu
- Particle now use the deflector objects collision modifier data to collide with deflectors and as a result can now use the velocity of the colliding object for more realistic collisions. - Dynamic rotations are also quite a bit more realistic and are related to the friction setting of the deflector (to get any dynamic rotations there has to be some friction). This is largely due to the separate handling of rolling friction (approximated to be 1% of normal sliding friction). - Collisions should be a bit faster on complex deflectors due to the tree structure used by the collision modifier. - Collision should also generally be a bit more accurate. To be noted: Only the average velocity of individual deflector faces is used, so collisions with rotating or deforming objects can't be handled accurately - this would require much more complex calculations. Subdividing the deflector object surface to smaller faces can help with this as the individual face velocities become more linear.
2008-08-07BVH-KDOP update (merge from shrinkwrap branch): supports raytracing, nearest ↵Daniel Genrich
neighbour, non-recursive now, faster than kdtree.c implementation normaly, divided into 2 sources: generla structure in blenlib, mesh/derivedmesh depending interface stuff in blenkernel
2008-06-03Collisions: Commit of collision cleanup, put kdop-bvh structure into ↵Daniel Genrich
BLI_kdopbvh (just like kdtree interface now), huge speedup for selfcollisions, also better normal collisions (merge from cloth branch)
2008-05-13New speed imrovements by Mr. Pinto/jaguarandiDaniel Genrich
2008-05-12svn merge -r 14721:14810 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-05-08Reason of all this work: Commiting my work-in-progress on reviewed collision ↵Daniel Genrich
system (better + general access to kdop, uses less memory, put it into BLI_* namespace and usage defined like existing BLI_kdtree_*). Deleted old kdop.c