The issue here is that the particle instance modifier (pimd) accesses data from the linked particle system modifier (psmd). This data is only correctly generated when the psmd is enabled; here the design violates the modifier principle of providing valid object data (or rather DM) even when disabled.
The solution in this case is to make a custom isDisabled check for the pimd to see if the psmd is enabled. This means the pimd won't work for disabled psmd, but doesn't crash.
vertices. Previously it would hide particles by creating invalid faces, but this
didn't make the vertices actually disappear.
Also found that it could generated corrupt geometry for cases with faces, which
gave wrong subsurf and could crash in edit mode.
most local modifier,GPU,ImBuf and Interface functions are now static.
also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
Used a crazyspace approach (like in edit mode), but only modifiers with
deformMatricies are allowed atm (currently shapekeys and armature modifiers only).
All the rest modifiers had an warning message that they aren't applied because
of sculpt mode. Deformation of multires is also unsupported.
With all this restictions users will always see the actual "layer" (or maybe
mesh state would be more correct word) they are sculpting on.
Internal changes:
- All modifiers could have deformMatricies callback (the same as deformMatriciesEM but
for non-edit mode usage)
- Added function to build crazyspace for sculpting (sculpt_get_deform_matrices), but it
could be generalized for usage in other painting modes (particle edit mode, i.e)
Todo:
- Implement crazyspace correction to support all kinds of deformation modifiers
- Maybe deformation of multires isn't so difficult?
- And maybe we could avoid extra bad-level-stub for ED_sculpt_modifiers_changed
without code duplicating?
When there are 2+ consecutive deform modifiers, the second modifier was getting incorrect normals, this only showed up for the displace modifier since its the only deform modifier that uses vertex normals.
It would have been easy to fix this by always calculating normals on deform modifiers, but slow.
To fix this I added a function to check if a deform modifier needs normals, so the normal calculation function only runs if there are 2 modifiers in a row and the second uses normals.
patch by Ben Batt (artificer)
Updated patch for 6 or so modifiers added since the patch was written.
- tested with CMake and SCons
- fixed one error were flags were being added to the fluids type.
- remove BKE_simple_deform.h, simple_deform.c, move functions into MOD_simpledeform.c since there were problems with circular deps.
- moved some fluid and boolean functions used by modifiers too.