Age | Commit message (Collapse) | Author |
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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 :)
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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=========
- Fix crash in particle transform with the particle system not editable.
- Particle child distribution and caching is now multithreaded.
- Child particles now have a separate Render Amount next to the existing
Amount. The render amount particles are now only distributed and cached
at render time, which should make editing with child particles faster.
- Two new options for diffuse strand shading:
- Surface Diffuse: computes the strand normal taking the normal at
the surface into account.
- Blending Distance: the distance in Blender units over which to
blend in the normal at the surface.
- Special strand rendering for more memory efficient and faster hair and
grass. This is a work in progress, and has a number of known issues,
don't report bugs to me for this feature yet.
More info:
http://www.blender.org/development/current-projects/changes-since-244/particles/
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- AO and soft shadow AreaLight tables were generated without fixed seed,
causing animations to give unwanted amounts of noise.
- Made sure these tables now are calculated before render, with fixed seed
- Then found out the BLI_rand() has very bad seeding... it showed up as
patterns. After some experimenting, found a nice method using noise.c
hash tables. For compatibility with old code, named it BLI_srandom() to
use this next to the BLI_srand(). This follows libc rand() and random()
naming convention.
- Then of course threading should work... so made a BLI_thread_rand version
of the calls. Now supports up to 16 threads, comments added in .h and .c
Result is stable animation render with AO and soft shadow. But, please
test and feedback!
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to avoid use of global generator. at the moment the renderer owns the
number generator and this is important for retaining render consistency.
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So we should be all set now :)
Kent
--
mein@cs.umn.edu
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(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu
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little minor spacing issues.
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