Age | Commit message (Collapse) | Author |
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The mirror modifier now has two fields that specify a -1 to 1 offset for
the U and V axes when mirroring their coordinates.
D1844 by @circuitfox
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This prevented the Force Field Curve Shape of working
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Please provide valid description for SurfaceDeform modifier tooltip.
Such place-holders should not pass final checks before merging in master!
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This slightly changes SDef behavior, by now respecting object transforms
at bind time, thus not requiring the objects to be aligned in their
respective local spaces, but instead using world space.
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Implementd fix suggested by @sergey in T50838.
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Implementation of the SDef modifier, which allows meshes to be bound by
surface, thus allowing things such as cloth simulation proxies.
User documentation: https://wiki.blender.org/index.php/User:Lucarood/SurfaceDeform
Reviewers: mont29, sergey
Subscribers: Severin, dfelinto, plasmasolutions, kjym3
Differential Revision: https://developer.blender.org/D2462
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The title says it all actually. Use BLI task to loop over vertices
and distort their locations. Gives 2x FPS increase in a file with
just time-dependent displace modifier on my desktop.
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This version will give less spin locks and now well-tested by render engines.
This should reduce amount of threading overhead when having multiple objects
with displace modifier enabled.
In the future this will also help us threading the modifier.
There are more modifiers which could benefit from this, but let's first
investigate the new behavior with one of them.
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Better to have clear way to tell whether flag is parameter for
BKE_library_foreach_ID_link(), parameter for its callback function, or
return value from this callback function.
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Checking only whether mverts is same as base mesh one is not enough in
all cases, some modifiers (deform ones) can only generate new mvert
data, while keeping others from original mesh.
Now checking both mvert or medge, hopefully this will be enough to catch
all problematic cases this time.
Thanks @gaia for finding that problem. :)
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Custom normals need Autosmooth setting to be enabled, always!
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When control object is used we need to known our own transformation as well.
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Was also affecting object linking.
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- Remove 'rotate_m2', unlike 'rotate_m4' it created a new matrix
duplicating 'angle_to_mat2' - now used instead.
(better avoid matching functions having different behavior).
- Add 'axis_angle_to_mat4_single',
convenience wrapper for 'axis_angle_to_mat3_single'.
- Replace 'unit_m4(), rotate_m4()' with a single call to 'axis_angle_to_mat4_single'.
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Reported by coverity.
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They were not real issues, it's just some areas of code tried to create
relations between non-existing nodes without checking whether such
relations are really needed.
Now it should be easier to see real bugs printed.
Hopefully should be no regressions here.
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constraints.
This avoids traversing the archive everytime object data is needed and
gives an overall consistent ~2x speedup here with files containing
between 136 and 500 Alembic objects. Also this somewhat nicely de-
duplicates code between data creation (upon import) and data streaming
(modifiers and constraints).
The only worying part is what happens when a CacheFile is deleted and/or
has its path changed. For now, we traverse the whole scene and for each
object using the CacheFile we free the pointer and NULL-ify it (see
BKE_cachefile_clean), but at some point this should be re-considered and
make use of the dependency graph.
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2309
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Since the collision modifier cannot be disabled, it causes a constant
hit on the viewport animation playback FPS. Most of this overhead can
be automatically removed in the case when the collider is static.
The updates are only skipped when the collider was stationary during
the preceding update as well, so the state is stored in a field.
Knowing that the collider is static can also be used to disable similar
BVH updates for substeps in the actual cloth simulation code.
Differential Revision: https://developer.blender.org/D2277
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It's a bit tricky to align vertex color data between Blender and OpenSubdiv
so for now we simply disable OpenSubdiv in the paint modes.
Safe for 2.78.
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Current implementation more or less indiscriminately links physics
objects to colliders and forces, ignoring precise details of layer
checks and collider groups. The new depsgraph seemed to lack some
such links at all. The relevant code in modifiers suffers from a
lot of duplication.
Different physics simulations use independent implementations of
collision and similar things, which results in a lot of variance:
* Cloth collides with objects on same or visible layer with dupli.
* Softbody collides with objects on same layer without dupli.
* Non-hair particles collide on same layer with dupli.
* Smoke uses same code as cloth, but needs different modifier.
* Dynamic paint "collides" with brushes on any layer without dupli.
Force fields with absorption also imply dependency on colliders:
* For most systems, colliders are selected from same layer as field.
* For non-hair particles, it uses the same exact set as the particles.
As a special quirk, smoke ignores smoke flow force fields; on the other
hand dependency on such field implies dependency on the smoke domain.
This introduces two utility functions each for old and new depsgraph
that are flexible enough to handle all these variations, and uses them
to handle particles, cloth, smoke, softbody and dynpaint.
One thing to watch out for is that depsgraph code shouldn't rely on
any properties that don't cause a graph rebuild when changed. This
was violated in the original code that was building force field links,
while taking zero field weights into account.
This change may cause new dependency cycles in cases where necessary
dependencies were missing, but may also remove cycles in situations
where unnecessary links were previously created. It's also now possible
to solve some cycles by switching to explicit groups, since they are
now properly taken into account for dependencies.
Differential Revision: https://developer.blender.org/D2141
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All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.
A more in-depth documentation is to be found on the wiki, as well as a
guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.
Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.
Reviewers: sergey, campbellbarton, mont29
Reviewed By: sergey, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D2060
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The redundant terms were harmless but check an expression we already
know to be true (from earlier in the same conditional).
Found by PVS-Studio T48917
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There are still issues with overlapping geometry,
however some of the issues reported are are causing problems,
or fail entirely with Carve too.
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Saves 8 bytes per vert/edge/face.
Gives overall ~20-25% memory saving for dyntopo sculpting
and modifiers that use BMesh.
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Replaces `G.is_rendering` with `use_render_params` argument.
This is needed for Cycles, which attempts to restore render-preview settings from particles,
after it gets its own particle data, but fails to restore because
`G.is_rendering` was being checked in psys_cache_paths (and other places).
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Newly computed custom normals were forgotten during poly flipping, leading
to wrong custom normals being assigned to wrong loop...
Dead simple, but was tough to track down this one!
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Allows to avoid generating flipped faces when using extreme normal modifications.
Related to T48576.
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missed from 7a8bd2eae
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Add flag for modifiers that support lattice
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Those cases requires not only geometry component, but also a transform one
to be ready before evaluation can start.
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Values set but not used
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