This way it is possible to have viewport simplification bumped all the way up,
making viewport really responsive but still have final render to use highest
subdivision possible.
Reviewers: lukastoenne, campbellbarton, dingto
Reviewed By: campbellbarton, dingto
Subscribers: dingto, nutel, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1273
Own regression, previously it would do a full mesh normal calculation for each isolated shape
(could hang on meshes with many loose parts).
However the normals are needed, instead of doing a full calculation,
just set normals on new faces.
Thanks to Brecht for finding cause!
The way we were getting diff to apply to vcos from target object was just bad!
Also, fixed another related issue - negated scale would be clamped to nearly zero,
now only consider absolute version of size (we do not care about its sign here anyway).
This should be backported to 2.74 (with previous commit too).
The issue was caused by missing relations between smoke domain and flow/source
objects. This happened because smoke's modifier only iterated base objects and
ignored cases when flow/source could be linked to scene via dupli-group and
does not have real base.
The same seems to be still needed for fluid and dynamic paint modifiers,
will do it as a separate commit.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1172
bounds indices of vertices.
Issue here is that if we copy edge customdata the MEdge data that were
previously written get overwritten, solution is to write indices and
flags last (probably writing flags is superfluous here).
The issue was actually affecting all data types that are not regular CDLayer ones, since by default
DerivedMesh references mesh data (verts, edges, etc. - modifying custom normals often implies
modifying edges' sarpness too).
Modfying edge/face sharpness etc. could directly affect the mesh in this case, **bad**!
So we detect whether we are copying data types that may affect non-CDlayers data, and whether
verts array of org dm is same as mesh one - in which case we copy the DM. This avoids
useless copying in most cases.
Note Edit Normals was quite obviously suffering the same issue.
Error in custom split normals work, non-autosmooth normals != vertex normals!
Loops from flat faces shall take normal of their face, not their vertex.
Tsst...
Nothing much to say here, basic tool to make normals point toward a target,
or to make them point 'outward' as if object was a spheroid (useful for game bushes etc.).
Also, forgot a big thank you to Campbell for the extensive review work he has done on this project!
- Add falloff types & curves (matching warp-modifier)
- Add uniform scale option,
important when adding hooks to non-uniform scaled objects,
especially for use with lattice objects which can't avoid uneven scaling.
This uses relative transformation set when the hook is assigned,
when measuring the distances.
This way it doesn't have to be stored as DNA runtime pointers or passed
down as a function argument. Currently there is now no property or
button to enable debugging, this will be added again later.
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
framing method instead of the Frenet frame.
The Frenet frame is very succeptible to sudden twists along straight
sections of a curve where the second derivative (curvature) becomes 0.
This returns a general status (success/no-convergence/other) along with
basic statistics (min/max/average) for the error value and the number
of iterations. It allows some general estimation of the simulation
quality and detection of critical settings that could become a problem.
Better visualization and extended feedback can follow later.