The issue was caused by phase being limited from 0 to 1, which gave only
0..M_PI distribution which is not good enough for good randomness.
Now the phase is being randomized across full 0..2*M_PI range.
Added some guards to prevent clumping to non existing particles. Also, adjusted threaded child path evaluation, so each child is evaluated once - previously virtual parents were done twice.
Fix for T43768
This way it works consistent with cloth, softbodys, etc.
Reviewers: lukastoenne
Differential Revision: https://developer.blender.org/D1134
Particle textures always override timing information of particles.
Previously particle times could be scripted, but now these changes are
discarded by the texture evaluation function.
The patch disables texture overriding when no textures are defined, this
way at least some old scripts can keep working.
The internal cloth modifier effector weights get replaced temporarily
to make the cloth sim use the particle weight settings instead. But
the particle sim was not putting back the original weights, which can be
non-NULL in case the cloth sim allocated these already. Messy design ...
This is an alternative method to the current fixed function with a
clump factor and "shape" parameter. This function is quite limited and
does not give the desired result in many cases (e.g. long, parallel
rasta strands are problematic). So rather than trying to add more
parameters there is now a fully user-defined optional curve for setting
the tapering shape.
to prevent double-freeing/invalid mem access.
This can happen with the "virtual parents" feature, which generates both
parent and child paths. Each task free function also freed the shared
context, leading to double freeing.
The previous calculation was modulated with the angle between the wind
direction and the segments, which leads to very oscillating behavior.
Now the formula includes an estimate for the geometric cross section
of a hair segment based on the incident angle and the hair thickness
(currently just the particle size). This gives a more stable behavior
and more realistic response to wind.
Conflicts:
source/blender/blenkernel/intern/particle_system.c
source/blender/physics/intern/BPH_mass_spring.cpp
A stupid hack is needed here, changing the way the factor is applied to
angular bending springs. In cloth sim the bending factor of individual
springs is applied as a mix value between the bending stiffness and a
max value, but this max value isn't even used in hair sim so that
approach becomes useless.
Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
This helps to create some variation in a hair system, which can
otherwise become very uniform and boring. It's yet another confusing
setting in a system that should have been nodified, but only option for
now (broken windows ...)
Conflicts:
source/blender/blenkernel/intern/particle_system.c
source/blender/physics/intern/BPH_mass_spring.cpp
easier.
This code is badly broken and needs to be replaced, but at least having
a workable code structure might help with quick hacks to fix the worst
cases.
one solver anyway), and split some particle cloth functions for clarity.
Conflicts:
source/blender/blenkernel/BKE_particle.h
source/blender/blenkernel/intern/particle_system.c
source/blender/blenloader/intern/versioning_270.c
source/blender/makesdna/DNA_particle_types.h
source/blender/makesrna/intern/rna_particle.c
distribution and path caching for child particles.
This gives a significant improvement of viewport playback performance
with higher child particle counts. Particles previously used their own
threads and had a rather high limit for threading. Also threading
apparently was disabled because only 1 thread was being used ...
With the default 5 substeps the simulation can otherwise still become
unstable. This is just a preliminary measure anyway until the length
variance can be fixed properly.
This is more involved than using simple straight bending targets
constructed from the neighboring segments, but necessary for restoring
groomed rest shapes.
The targets are defined by parallel-transporting a coordinate frame
along the hair, which smoothly rotates to avoid sudden twisting (Frenet
frame problem). The rest positions of hair vertices defines the target
vectors relative to the frame. In the deformed motion state the frame
is then recalculated and the targets constructed in world/root space.
The hair solver needs sane input to converge within reasonable time
steps. In particular the spring lengths must not be too difference
(factor 0.01..100 or so max, this is comparable to rigid body simulation
of vastly different masses, which is also unstable).
The basic hair system generate strands with equally spaced points, which
is good solver material. However, the hair edit operators, specifically
the cutting tool, can move points along the strands, creating tightly
packed hair points. This puts the solver under enormous stress and
causes the "explosions" observed already during the Sintel project.
The simple solution for now is to exclude very short hairs from the
simulation. Later the cutting tool should be modified such that it
keeps the segments roughly at the same length and throws away vertices
when the hair gets too short (same goes for the extension tool).
The hair system should have a general mechanism for making sure that
situations such as this don't occur. This will have to be a design
consideration for replacements in any future hair system.
This adds transformations for each hair from world to "root space".
Currently positions and velocities are simply transformed for the solver
data and inverse-transformed when copying the results back to the cloth
data. This way the hair movement becomes independent from the movement
of the emitter object. Eventually the "fictitious" forces originating
from emitter movement can be added back in a controlled way.
http://en.wikipedia.org/wiki/Fictitious_force
Ignoring these fictitious forces or scaling their effect is physically
correct, because in the absence of external forces the hair will always
return to rest position in this root frame.
External forces currently are not yet transformed into the root space.
This will allow us to implement moving reference frames for hair and
make "fictitious" forces optional, aiding in creating stable and
controllable hair systems.
Adding data in this place is a nasty hack, but it's too difficult to
encode as a DM data layer and the whole cloth modifier/DM intermediate
data copying for hair should be removed anyway.
This is still using the old BVH tree collision methods to generate
contact points, similar to what cloth does. This should be replaced
by a Bullet collision check, but generating contacts in this way is
easier for now, and lets us test responses and stability (although in
more complex collision cases the BVH method fails utterly, beside being
terribly inefficient with many colliders).
In rB78c491e the `initialize_particle` function was split into 2 parts for particle texture initialization.
The texture init part however also initializes birth times, which is now missing in the main init function
in some cases (notably when setting start/end directly without a subsequent time step).
Fluid sims have a very nasty feature for interaction, in which a psys
can directly update the bvhtree for //another object's psys//. This
breaks with threaded depsgraph evaluation and is generally a no-go.
To avoid crashes for now, use a global mutex to avoid concurrent writes
to an object psys' bvhtree.
in threaded depgraph updates and effector list construction.
Gathering effectors during depgraph updates will call the
psys_check_enabled function. This in turn contained a DNA alloc call
for the psys->frand RNG arrays, which is really bad because data must be
immutable during these effector constructions.
To avoid such allocs the frand array is now global for all particle
systems. To avoid correlation of pseudo-random numbers the psys->seed
value is complemented with random offset and multiplier for the actual
float array. This is not ideal, but work sufficiently well (given that
random numbers were already really limited and show repetition quite
easily for particle counts > PSYS_FRAND_COUNT).
updates.
This file crashes on loading with NULL pointer access to curve_cache:
{F77132}
The pdInitEffectors function was amalgamating the simple
collection of effector objects with an automatic precalculation for
curve guides and the like. This precalculation requires object data
that may not be available until the DAG has finished.
Since for DAG dependencies only the list of effectors is required,
added an argument to disable precalculation when collecting effectors.