Age | Commit message (Collapse) | Author |
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PointCache was having a collection of items of PointCache type, having a
collection of items of PointCache type, having...
Nuff said.
For now, chose the 'ugly' way to fix it, that is, the one that changes
nothing to API and scripts using it: we define another 'PointCacheItem'
RNA type for items of our point cache collection, which has exact same
interface as PointCache except for the collection.
This is doomed to be rewritten at some point anyway, not worth spending
time trying to define a really correct data layout for now.
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Conflicts:
source/blender/blenkernel/BKE_blender_version.h
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This is used to determine which voxels are to be considered empty space.
Previously it was hardcoded for converting dense grids to OpenVDB grids
to reduce disk space usage.
This value is also useful for rendering engines to know, i.e. to
optimize ray marching.
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Conflicts:
source/blender/blenlib/BLI_math_matrix.h
source/blender/blenlib/intern/math_matrix.c
source/blender/blenlib/intern/rand.c
source/blender/editors/animation/anim_channels_edit.c
source/blender/makesrna/intern/rna_mask.c
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This was done nearly everywhere already
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Practically all access to enum data is read-only.
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BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
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This is yet another debug option that allows to render an arbitrary
simulation field by using a color ramp to inspect its voxel values.
Note that when using this, fire rendering is turned off.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
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This basically exposes to the UI a function that was only available
through a debug macro ; the purpose is obviously to help debugging
simulations. It adds ways to draw the vectors either as colored needles
or as arrows showing the direction of the vectors. The colors are based
on the magnitude of the underlying vectors.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
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Current approach uses view aligned slicing to generate polygons for GL
texturing such that the generated polygons are always facing the view
plane. Now it is also possible to use object aligned slicing, which
creates polygons by slicing the object perpendicular to whichever axis
is facing the most the view plane. It is also possible to create a
single slice for inspecting the volume, or for 2D rendering effects.
Settings for this, along with a density multiplier setting, are to be
found in a newly added "Smoke Display Settings" panel in the smoke
domain properties tab.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
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Delete old caches when changing cache type.
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This reverts commit b13bc48932761dd813597507b1a1dc86d951ebff.
Wasn't only typo fixes, broke compiling
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patch by @Blendify
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Similar to velocity, it was kind of supported by the mesh manager but
was missing a code in BlenderSession to get actual values.
In Cycles Heat is an attribute which goes from -1 to 1, where -1 is
the coldest ever temperature, 1 is the hottest ever one.
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simulations.
This commits implements OpenVDB as an extra cache format in the Point
Cache system for smoke simulations. Compilation with the library is
turned off by default for now, and shall be enabled when the library is
present.
A documentation of its doings is available here: http://
wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport.
A guide to compile OpenVDB can be found here (Linux): http://
wiki.blender.org/index.php?title=Dev:Doc/Building_Blender/Linux/
Dependencies_From_Source#OpenVDB
Reviewers: sergey, lukastoenne, brecht, campbellbarton
Reviewed By: brecht, campbellbarton
Subscribers: galenb, Blendify, robocyte, Lapineige, bliblubli,
jtheninja, lukasstockner97, dingto, brecht
Differential Revision: https://developer.blender.org/D1721
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Array length is set to 0 in that case, so filling in first element is
likely to cause memory corruptions.
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This patch exposes smoke simulation velocities in the Python API,
similar to how density and flame grids are exposed.
This is useful to export velocities to an external renderer using Python.
Reviewers: campbellbarton, sergey
Reviewed By: sergey
Subscribers: sergey
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1366
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smoke effects.
Example values for such an effects are resolution = 10 and high resolution = 5.
Patch by nudelZ
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better
to keep soft UI limits as is, and only raise hard ones.
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Based on D644, by robschia (Roberto Schiavone).
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grids.
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also set_source_files_properties() wasn't working for rna_*_gen.c files,
set dna.c and generated data files with generated property too.
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Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow.
Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :)
For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes
This commit also includes couple of fixes I spotted while testing:
* Fix: dissolve was applied at different time for low res and high res simulations.
* Fix: full sample setting didn't get copied with domain.
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This is hopefully the ultimate solution against smoke blockiness near emitter.
Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well.
Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness
Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
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you can specify precision=0 for this, and use -1 for the default 2.
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besides performance in some cases.
* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
most cases. This will clear the dependency graph, and only rebuild it right
before it's needed again when the scene is re-evaluated.
This is done because DAG_scene_sort is slow when called many times from
python operators. Further the scene argument is not needed because most
operations can potentially affect more than the current scene.
* DAG_scene_relations_update will now rebuild the dependency graph if it's not
there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
cases that need it.
* Remove various places where ob->recalc was set manually. This should go
through DAG_id_tag_update() in nearly all cases instead since this is now
a fast operation. Also removed DAG_ids_flush_update that goes along with
such manual tagging of ob->recalc.
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BKE_report()<->BKE_reportf() fixes.
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Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements
Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer
Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
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