Age | Commit message (Collapse) | Author |
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Adds 3D-Tiling options to the sculpt tool. This is very similar to the
symmetry options in the sense that it replicates the strokes. For tiling
this replication happens with a linear offset to fill the whole object
along one or more axis.
This allows to create geometry that can be tiled seamless. One use case
is the creation of tileable textures by sculpting high resolution
geometry and then rendering it with an orthographic camera to create
maps for diffuse, normal, etc
Notes:
Patch by Tilman Blumhagen with minor changes (move tile flags to paint
symmetry flags).
After some feedback from artists, leaving tiling value to constant
offset, though I suspect that some method that uses the object
bounding box dynamically might be good to have too. It can
be added later though :)
Thanks a lot for the patch!
Patch: D1426
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Also the refactor exposed an error where we requested too much
memory from the video memory in general for all mesh types.
Now we are back to normal :)
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This is the same as D1427 / 89e5c756665c1e7e622ddbd5deece0dda4ce7724
except for NlaStrip.fcurves instead of Action.fcurves. It makes finding
a specific fcurve in Python much easier, as you don't need a Python-side
loop any more.
Reviewers: aligorith
Reviewed By: aligorith
Differential Revision: https://developer.blender.org/D1430
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D1424 by @scorpion81
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Issue was introduced in b0df196.It's not the nicest ever solution but it's
quite close to be as nice as we can do it with current custom nodes and
notifier system design.
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Weights were calculated using tessellation data, giving slightly uneven weighting.
Now only use tessellation for ray-cast but weight the influences from the original polygons.
Also cache arrays from derived-mesh, they we're called each intersection.
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Same issue as vertex painting - though one might wonder if we really
need to set material on such occasions.
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Now the conversion code uses mesh element mapping to speed up lookups.
Gives really nice speed improvement here, but the cost is higher memory
usage during refiner construction.
On the dragon scene here topology refiner construction time goes down
from 5 seconds to around 0.01.
It's possible to reduce the memory footprint by allocating mapping in
stages (don't allocate all of them at once, but do it on demand only
and free them after they're not needed anymore).
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Caused by own rBff3d535bc2a6309 - since we now only write the exact amount of layers
needed to store saved customdata, we have to adjust CustomData->maxlayer too.
Otherwise, on next read, customdata code believes it has more layers allocated than
actual number.
Issue reported by Campbell over IRC, thanks.
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This gives small start time speedup, classes are lazy loaded instead.
Keep existing behavior in debug builds to catch any errors early.
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Gives about 5-10% of startup time improvement here.
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That was basically not an issue with interpolation, but rather missing wrapping
options and periodic wrapping was always used.
It's still a bit questionable why certain graphics cards were doing clamping in
the file from the report, that's not something what is expected to happen from
the settings of textures being passed to GPU. In any case this issue i still
didn't manage to reproduce on any of the available GPUs, might be something
related on driver glitch or so.
In any case CPU now should behave just fine, rest of the issues we'll need to be
able to reproduce first.
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I suspect code here can be cleaned up but for now try this.
Alternatively we can check for errors around buffer allocation
but this needs bigger changes.
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Finding a specific F-Curve is often needed in Python, and usually
consists of a construct like:
```
[fcurve
for fcurve in ob.animation_data.action.fcurves
if fcurve.data_path == "location"][1]
```
This can now be written as
`ob.animation_data.action.fcurves.find('location', 1)`
This new function `Action.fcurves.find()` is still O(N) in the number
of FCurves in the Action, but at least it allows us to remove
boiler-plate code. It is also faster than the Python equivalent, as
only the found F-Curve is converted to Python.
Reviewers: campbellbarton, aligorith
Reviewed By: aligorith
Differential Revision: https://developer.blender.org/D1427
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properly.
This should fix failure to use vertex arrays in OSX with high
polycounts.
Note this will not suffice as a fix when we move to VBOs exclusively
(GL 3+), we'll have to think of some way to separate huge meshes to many
VBOs.
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Issue is rather well explained in T45471: our current customdata writing code easily generates several different blocks in blend file with same 'old' address. This is bad, because those addresses are used as 'uid' during reading process (it kind of work in Blender's own reading process, by mere luck mostly, but breaks the file specs).
Solution (suggested by Campbell, thanks) implemented by this patch is to avoid duplicating everything, and instead just overwrite what we needs to skip some cdlayers on write:
* the CustomData's `totlayer` number;
* the CustomData's `layers` array of CustomDataLayer (keeping its original address using the `writestruct_at_address` helper).
New design allows us to get completely rid of the no_free flag stuff in `write_customdata()`.
Note that this implies written data is **not** directly valid from Blend PoV, since its written typemap does not match written layers (this is not an issue because typemap is rebuilt on read anyway - and it's easy to fix this if really needed).
Also, the backward compatibility saving of mface data remains an issue here, see comment in code.
Reviewers: sergey, campbellbarton
Projects: #bf_blender
Maniphest Tasks: T45471
Differential Revision: https://developer.blender.org/D1425
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The issue was caused by wrong fix for T22741 which forced redraws on any window
event, like Expose. Use proper NV_WM | ND_UNDO listener instead,
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Regression from multi-view
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Thanks to @chadf for spotting
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Z-offset use for drawing & picking was problematic for extracting locations from depth values.
Use flag to optionally disable.
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