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2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-13Small addition to particle grid distribution:Janne Karhu
* New option to distribute particles in a hexagonal grid. * This is much more stable for fluids than normal grid distribution and looks quite nice otherwise too :) * Also some small scale code cleanup of grid distribution code.
2011-02-13Small update for billboards:Janne Karhu
* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies) * Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
2011-02-12Small particle effectors update:Janne Karhu
* Greetings from farsthary: particle rotation is now taken into account for particle effector direction. ** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/. **The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed. * I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system. * Also some tiny reorganization of the falloff min/max values for a nicer ui.
2011-02-12Particles todo item: particle texturesJanne Karhu
* Effecting particle properties with textures was possible in 2.49, but not in 2.5 anymore. * Now particles have their own textures (available in texture panel for objects with particle systems), which are totally separate from the material textures. * Currently a basic set of particle properties is available for texture control. Some others could still be added, but the whole system is not intended as an "change anything with a texture" as this kind of functionality will be provided with node particles in the future much better. * Combined with the previously added "particle texture coordinates" this new functionality also solves the problem of animating particle properties through the particle lifetime nicely. * Currently the textures only use the intensity of the texture in "multiply" blending mode, so in order for the textures to effect a particle parameter there has to be a non-zero value defined for the parameter in the particle settings. Other blend modes can be added later if they're considered useful enough.
2011-02-07Hair ui simplification:Janne Karhu
* There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui. * Now these settings are hidden by default unless "advanced" hair options are shown. * Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units. * Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel.
2011-02-04Improvements for particle grid distribution:Janne Karhu
* Particles that aren't shown are now actually deleted (huge memory savings for flat objects). * Grid distribution for flat objects is now done on the surface object surface without offset. * Invert grid option wasn't in ui and it didn't work for non-volume grids. * New parameter to randomize the grid point locations. * Resolution soft/hard limits changed to even 50/250.
2011-02-04hard- and ui-limit for particle grid resolution were vice versa.M.G. Kishalmi
2011-01-22"Fix" for [#25766] Fluid Particle BugsJanne Karhu
* Argh, particles tab was showing the whole "non applicable settings for fluid particles"-galore as the particle type "fluid" can't be checked from rna using the settings type value. Now the ui is a lot cleaner and only settings that actually effect the fluid particles are shown.
2011-01-09Viscoelastic springs for sph particle fluids, original patch by Stephen ↵Janne Karhu
Whitehorn (chickencoop) * Viscoelastic springs between the fluid particles can simulate all kinds of viscous and elastic substances, such as jelly and honey. This is achieved by creating springs dynamically between neighboring particles and adjusting their rest length based on stretching/compression. * This nearly completes the currently intended functionality for particle fluids. The last missing thing is a surfacing extraction algorithm, which is needed for a proper representation of a sph fluid. * I also cleaned up and renamed some of the fluid parameters to make the ui a bit easier to understand. * One addition to the patch is an option to use "initial rest length" for the springs, which uses the lengths between the particles at the time of spring creation as the spring rest lengths instead of interaction radius/2. This makes the fluid keep it's original shape better (good for very viscoelastic materials), but can create large density differences inside the fluid (not really physically correct for a fluid). * Viscoelastic springs are stored in point cache as extra data.
2011-01-09Fix typo in particle rnaMatt Ebb
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2011-01-07New hair child options:Janne Karhu
* Renamed children to "simple" and "interpolated" as this is easier to explain and more descriptive than "from particles" and "from faces". * Also shuffled the child ui around a bit to make it clearer. * Child seed parameter allows to change the seed for children independent of the main seed value. * Long hair mode for interpolated children: - Making even haircuts was impossible before as the child strand lengths were even, but their root coordinates were not similar in relation to the parent strands. - The "long hair" option uses the tips of the parent strands to calculate the child strand tips. * Hair parting options: - Hair parting can now be calculated dynamically on the fly when in 2.49 there was a cumbersome way of using emitter mesh seams to define parting lines. - For long hair parting can be created by a tip distance/root distance threshold. For example setting the minimum threshold to 2.0 creates partings between children belonging to parents with tip distance of three times the root distance ((1+2)*root distance). - For short hair the parting thresholds are used as angles between the root directions. * New kink parameters: - Kink flatness calculates kink into a shape that would have been achieved with an actual curling iron. - Kink amplitude clump determines how much the main clump value effects the kink amplitude. - The beginning of kink is now smoothed to make the hair look more natural close to the roots. * Some bugs fixed along the way too: - Child parent's were not determined correctly in some cases. - Children didn't always look correct in particle mode. - Changing child parameters caused actual particles to be recalculated. * Also cleaned up some deprecated code. All in all there should be no real changes to how old files look (except perhaps a bit better!), but the new options should make hair/fur creation a bit more enjoyable. I'll try to make a video demonstrating the new stuff shortly.
2010-12-13"Fix" for [#25184] Forces for growing hair - update inconsistency - as ↵Janne Karhu
discussed with Jahka on Saturday on IRC * New option to "Regrow hair" for each frame. * This was perhaps more a feature request, but there was a similar useful feature called "animated hair" in particles at some point. * The previous behavior for hair growing was inconsistent to say the least, so this is a nice option to have.
2010-12-13Fix for [#25185] Toggling hair dynamics without deleting cache leaves hair ↵Janne Karhu
disattached when mesh animation is controlled by deformers - discussed with Jahka on IRC on Sat
2010-12-05Dependency graph: changed DAG_id_flush_update to DAG_id_tag_update. Now itBrecht Van Lommel
only tags the ID and does the actual flush/update delayed, before the next redraw. For objects the update was already delayed, just flushing wasn't yet. This should help performance in python and animation editors, by making calls to RNA property update quicker. Still need to add calls in a few places where this was previously avoided due to bad performance.
2010-12-03fix [#24938] Seed value on Particle settings gives Error when trying to ↵Campbell Barton
insert key.
2010-11-23Particle fluid and boid settings didn't have a valid rna path, so they ↵Janne Karhu
couldn't be animated.
2010-11-21fix for RNA ranges exceeding the range of the type (INT_MAX used on short's ↵Campbell Barton
for eg).
2010-11-19Tsk! Minimum value for particle draw size is 0 (default size).Janne Karhu
2010-10-05Fix for [#24107] Hair/General particle glitch- PresetsJanne Karhu
2010-08-21rna renaming (manual edits)Campbell Barton
2010-08-20rna data path names which are more likely to break animations.Campbell Barton
Added an operator "Update Animation Data", access from the search menu to update drivers and fcurves.
2010-08-19more rna renaming for non-animated properties: mainly Texface, Particle & ↵Campbell Barton
Pointcache changes. Changed some names when applying. - render was use_render, changed to show_viewport so call it show_render - texface shadow was use_shadow_face, changed to use_shadow_cast since this only affects casting. - transp was alpha_mode, changed to blend_type since its similar to other overlay blending where this property name is used.
2010-08-18rna naming mainly for Scene/IK/KeyingSet'sCampbell Barton
2010-08-18more rna renaming.Campbell Barton
2010-08-17apply rna rename most of the show_*, names.Campbell Barton
2010-08-15Fix #23307: accessing FluidParticles.settings causes crash.Brecht Van Lommel
2010-08-13- remove WM_operatortype_exists since its almost the same as ↵Campbell Barton
WM_operatortype_find - hopefully fix reported problem with MSVC.
2010-08-10header re-shuffle, some headers contained unneeded refereces to other ↵Campbell Barton
headers, better include inline with the C files that need them
2010-08-03rna pointer poll function, not used yet.Campbell Barton
2010-08-012.5: code changes to reduce the usage of G.main and pass it alongBrecht Van Lommel
or get it from the context instead.
2010-07-13RNA cleanup: review of booleans done.Brecht Van Lommel
2010-06-18Notifier cleanup - replaced ND_*_EDIT and ND_*_SELECT data notifiers Matt Ebb
with the generic action equivalents (NA_EDITED and new NA_SELECTED)
2010-06-11rna apiCampbell Barton
- ParticleHairKey.location can now be set (object space location). - Library.parent was set to ID type.
2010-06-09Changed the HairKey location rna prop to give a location in object space,Matt Ebb
rather than in its own internally used emitting-face-coordinate-system (which is how the data is stored in DNA - that data now exists in rna as hairkey.location_hairspace) Basically this makes the hair information that's in rna a lot more useful, making it possible to export hair strands to external renderers for example.
2010-05-04Great patch by Harley Acheson fixing about 80 typos and spellingDaniel Salazar
mistakes in makesrna
2010-04-22rna rename start/end --> frame_start/endCampbell Barton
2010-04-12Subframe calculations for particles, original patch by Raul Fernandez HernandezJanne Karhu
* Increasing subframe count increases stability for SPH fluid and Newtonian particles * Also small tweaks into physics ui panel to better fit new subframes value * This commit also fixes the moving fluid emitter problem as described by Raul in the mailinglist
2010-04-04Fluid physics for particles by Raul Fernandez Hernandez (Farsthary) and ↵Janne Karhu
Stephen Swhitehorn: This patch add SPH (Smoothed Particle Hydrodynamics)fluid dynamics to the blender particle system. SPH is an boundless Lagrangian interpolation technique to solve the fluid motion equations. From liquids to sand, goo and gases could be simulated using the particle system. It features internal viscosity, a double density relaxation that accounts for surface tension effects, static internal springs for plastic fluids, and buoyancy for gases. --------------------------------------- This is a commit of the core fluid physics. Raul will work on proper documentation soon and more features such as surface extraction from the particle point cloud and increasing stability by sub-frame calculations later.
2010-03-24remove unused rna includesCampbell Barton
2010-02-12correct fsf addressCampbell Barton
2010-02-11batch remove .'s used with RNA_def_struct_ui_textCampbell Barton
2010-02-10More limits, step size and default changes to particle settings (andDaniel Salazar
some tooltips)
2010-02-09Tooltips tweaks 3d to 3DDaniel Salazar
2010-02-09Soft limits and better hard limits to particle propertiesDaniel Salazar
2010-02-02PROP_ANIMATEABLE -> PROP_ANIMATABLE (more common spelling)Campbell Barton
2010-01-26rename defgroup functions to be more consistant.Campbell Barton
* no functional changes *
2010-01-12last commit was no good since pe_get_current was running ↵Campbell Barton
recalc_emitter_field on mousemove and poll() functions. run on entering particle editmode only.