PointCache: improve performance and compression, always compress
Point Caches (used by particle system, cloth, boids etc.) are now always compressed, uzing zstd coupled with lossless data filtering. - This is both smaller cache files _and_ faster than the old "Heavy" compression mode, - And smaller data files and same or slightly faster speed than using no compression at all, - There was not much difference between compression levels once data filtering got added, so option to pick them was removed. - So there's no downside to just always using the compression, which makes for a simpler UI. - RNA change: removes PointCache.compression property. More details and cache size / performance numbers in the PR. Pull Request: https://projects.blender.org/blender/blender/pulls/144356
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Aras Pranckevicius
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fbdc501c50
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3d9155eb0a
@@ -2649,7 +2649,6 @@ url_manual_mapping = (
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("bpy.types.object.visible_diffuse*", "render/cycles/object_settings/object_data.html#bpy-types-object-visible-diffuse"),
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("bpy.types.objectsolverconstraint*", "animation/constraints/motion_tracking/object_solver.html#bpy-types-objectsolverconstraint"),
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("bpy.types.particlesystemmodifier*", "physics/particles/index.html#bpy-types-particlesystemmodifier"),
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("bpy.types.pointcache.compression*", "physics/baking.html#bpy-types-pointcache-compression"),
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("bpy.types.rendersettings.threads*", "render/cycles/render_settings/performance.html#bpy-types-rendersettings-threads"),
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("bpy.types.scenedisplay.render_aa*", "render/workbench/sampling.html#bpy-types-scenedisplay-render-aa"),
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("bpy.types.sceneeevee.motion_blur*", "render/eevee/render_settings/motion_blur.html#bpy-types-sceneeevee-motion-blur"),
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