Commit Graph

1304 Commits

Author SHA1 Message Date
Jens Ole Wund
52c20fecba softbody update -> self collision search takes 1/3 of the time here
this one should work nice -->
http://www.wund.homepage.t-online.de/hidden/sb_col_must_3_0.blend
2006-10-30 22:47:41 +00:00
Jiri Hnidek
b17ce5e24a - bug fix: brecht's fixing of warning caused one bug, ... one "break;"
was missing in code ... blender crashed, when it was connected to
   verse server with bitmap node
2006-10-30 12:24:22 +00:00
Matt Ebb
ddbfb04642 * Changed the Curve Modifier to have it's own X/Y/Z axis deform direction
settings, rather than using the object's TrackX/Y/Z/etc buttons.

 This is good for two reasons: a) having the settings over in the object buttons
 before was terribly unintuitive and hidden, now it's more visible how to
 control the deformation, and b) now if you have more than one curve modifier,
 they can have their own settings, instead of being forced to use the object
 level data.
2006-10-28 16:48:56 +00:00
Ton Roosendaal
129cab4137 New Curves Widget option: curves can get extrapolated extension.
Especially for Compositing it was annoying that colors always got clipped
in the 0.0-1.0 range. For this reason, extrapolated Curves now is the
default. Old saved files still have horizontal extrapolation.

Set the option with 'Tools' menu (wrench icon). This is a setting per
curve, so you might need to set all 4 curves for an RGBA curves widget.
2006-10-27 20:27:13 +00:00
Ton Roosendaal
a7d3a58ba9 Serious bugfix for compositing; using Groups could crash if one of the
input nodes was 'passing on' the buffer (because it didn't operate on the
image). That's for example for Blur with size 0 or for Translate node.
This passed-on buffer then got freed inside the group...

Solution now is just a malloc. Better system should be devised, with
reference counting or so. Thanks Ivan Hoffmann for the sample file!
2006-10-27 19:52:41 +00:00
Brecht Van Lommel
5376df2689 Fixed all gcc 4 warnings in blenkernel. Found 2 potentially harmful
unintialized variables in the verse code, verse_session.c:451 and
verse_object_node.c:339, those are properly initialized now.
2006-10-26 23:34:44 +00:00
Brecht Van Lommel
47f579f514 Add a stub to make blenderplayer compile with verse enabled. 2006-10-26 22:36:29 +00:00
Ton Roosendaal
9f77785d7c Coding work while on the trip to london (based on Plumiferos wishlist);
- Icon previews for Images were created always for old files, which made
  browsing (menus) incredible slow. Added a minor change in the flow, so
  icons only get created when the user invokes loading images.
  Andrea; you might check this, probably not al cases are covered yet?

- Compositor: the 'File Output' node now has a min/max frame for which it
  writes files

- Compositor: fixed a very bad bug (even in 2.42a release) that made the
  depsgraph for nodes not work... while editing, only the nodes that change
  should be recalculated, but accidentally all of them were done each time.
2006-10-26 10:13:16 +00:00
Jens Ole Wund
88455e8d5c bug fix
in softbody aerodynamics
(should zero a vector which is only added to in function call)
thanks michael
2006-10-20 23:02:47 +00:00
Jens Ole Wund
57f01fdb46 more softbody goodies:
SB collision targets may be picked up from modifier stack
works fine with static targets having subsurf and/or array mofifiers
see-->
http://www.wund.homepage.t-online.de/hidden/Mstack.blend
http://www.wund.homepage.t-online.de/hidden/Mstack_II.blend

however when calulating the SB object dynamics the vertices of the
'deform only' m-stack result are used

so SB <-> SB may look strange
subsuf modifier is applied to SB object after doing SB dynamics
(that is: colliding mesh is subsurfed, SB is not )
subsurfed SB cubes colliding
link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod.blend

or may give unwanted results
subsuf and array modifier is applied to SB object after doing SB dynamics
link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod_nobug.blend

last, modifiers that change vertex locations in time (like waves)
suffer from not beeing seen at needed time resolution
(SBs see colliders static in a frame)
well but that's beyond the limits of the current dep-graph use
and needs to be resolved on design level

anyhoo have fun
BM
2006-10-19 22:01:06 +00:00
Nathan Letwory
ba4f678b5c * Verse username for blender avatar can be set in userprefs (System&OpenGL). The name defaults to the old form. 2006-10-19 05:06:41 +00:00
Jens Ole Wund
f0fbffcd59 made a nice new softbody II panel on UI to keep things usable (logic wise)
- failed on final alinignment issues may be matt can give a helping hand ? :)
2006-10-17 22:03:32 +00:00
Nathan Letwory
282b0d528d * fix totblock error when quiting blender with sessions open
* add "Disconnect"-menu when RMB on verse server that is connected in
outliner
2006-10-16 15:28:57 +00:00
Ton Roosendaal
239b08b8b2 Bugfix #5090
Duplicating a Library-linked Mesh with Library-linked texture Images forgot
to set the texture Image link flag to LIB_EXTERN (LIB_INDIRECT means the ID
is not saved in file).

Error was that a the duplicated Mesh lost texture.
2006-10-16 11:31:09 +00:00
Ton Roosendaal
9fa438b4e9 Another shadowbuffer goodie: the "Halfway trick"
http://www.blender3d.org/cms/Shadow_buffer__Halfway.786.0.html

Simply said: by using the average of the nearest and 2nd nearest Z value
in Shadowbuffers you can reduce bias errors very well.
For backwards compatibility it is a new buffer type though.
2006-10-15 11:50:46 +00:00
Tom Musgrove
05ee7d9053 =translate hoek to angle=
renamed the dutch variable hoek to angle globally arithb.c changes done by Matt Plough
2006-10-14 23:27:18 +00:00
Jens Ole Wund
03be45c8c0 softbodies again
unnesting aerodynamics from edge collision
cleaning up softbody.c
that is:
removing old todos in comments
adding some new :)
2006-10-14 19:03:06 +00:00
Ton Roosendaal
11b4d14ab6 Missing initialization of 'shadow alpha' in new materials. Caused by not
copying this file from my laptop I used to code it... :)
2006-10-14 13:50:11 +00:00
Ton Roosendaal
e868f223dc New shadow feature: Irregular Shadow Buffers
Full log:
http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html

In short: this is a shadow buffer approach that always results in crispy
shadows, independent of lamp buffer size or zoom level. This shadow buffer
system also supports transparent shadow.

This is part of work on refreshing Shadow Buffers in Blender. You now can
choose of two types (Classical, Irregular). More types will follow. Also
quality issues for Classical shadow buffers are going to be reviewed,
especially to solve the lousy Biasing.

For the CVS log record; it is based on articles:
Gregory Johnson et al, University of Texas, Austin. (Regular grid method).
Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
2006-10-14 10:21:19 +00:00
Jens Ole Wund
babb95c3e0 softbody update
nicer kinematics in self collision -> blending to complete inelastic impact
now does something close to real physics

first steps towards aerodynamics
anisotropic friction
springs 'see' their movement in media
--> see surrrounding  media does not move and/or reacts on wind
(*for now  needs to have a pseudo collider araound  -> that is: add a cube in the same layer
and make it a deflector  *)
2006-10-13 21:27:43 +00:00
Nathan Letwory
7e34fbe47f Master Server list
* print (# servers) instead of icon row when there are servers in the list
* dark-green circle behind server icon in server list when connected
* orange when connecting
2006-10-13 09:11:56 +00:00
Nathan Letwory
b2a8417fce Add Verse master-server functionality
* added two files from verse-master
* server list is available in outliner (new mode "Verse Servers")
* verse sessions are now also in new mode "Verse Sessions" in outliner
* fixed drawing of verse sessions and their nodes
* in user preferences System & OpenGL master-server ip setting (default master.uni-verse.org)
* in File>Verse entry "Get Servers" to get server list or
* RMB on "Available Verse Servers" in outliner to "Refresh" server list

Enjoy :)
2006-10-12 11:53:50 +00:00
Jens Ole Wund
80aa6fe5fb softbodies
-seld collision adding fine control to UI
-cleaning up code
volatile test file again
http://www.wund.homepage.t-online.de/hidden/sb_col_must_2_0.blend
2006-10-11 22:53:22 +00:00
Jens Ole Wund
b6b5cdefa9 some tiny changes to the softbody system
- UI for self collision ball size definition
- edge collision mode added (almost a bug fix)
volatile test file -->
http://www.wund.homepage.t-online.de/hidden/sb_col_must_1_2.blend
2006-10-10 21:49:02 +00:00
Jens Ole Wund
aaaae78527 removing self collision for curves
just did a few tests, with the 'surprising' result that balls are not curves ..
and i don't want to be swamped by bug reports tellling me
'it does not collide as i whised it would'
2006-10-05 21:30:55 +00:00
Jens Ole Wund
f2d27eb4cb bug fix
only alow self collision for suited objects

feature request from hairdressers
self collision for curves
works amazingly well if you keep in mind there balls around vertices colliding
2006-10-05 17:46:01 +00:00
Jens Ole Wund
21d6b199ab softbody self collision
ironing out a few glitches related to goal pinning
volatile test blend ->
http://www.wund.homepage.t-online.de/hidden/sb_col_must.blend
+ adding a few alternative collision ball calculation algos
since i did not want to blow up (waste)  DNA space without need,
coded as -1.0 -0.1 -1.1 values in 'ball size' (look at tooltip popup)
2006-10-04 21:36:55 +00:00
Jens Ole Wund
c903e2c07b -bug fix
sometimes goal pinned vertices were omitted by self collision
2006-10-03 12:12:24 +00:00
Jens Ole Wund
1ace6ec0ef softbody panel cosmetics
and a forgotten debug print .. tsk
2006-10-02 17:05:56 +00:00
Jens Ole Wund
ab92fca306 softbodies
mostly reshuffeling UI to have things where i'd expect them to be
2006-10-01 21:49:10 +00:00
Simon Clitherow
4d1a7ef042 Added missing check for 'WITH_BF_INTERNATIONAL'. This fixes loading truetype fonts for text objects. 2006-10-01 12:39:31 +00:00
Brecht Van Lommel
dfa01a56ba Fix for bug #5044: random crashes when rendering.
This one is of my own making, removed too many locks. Thanks Malefico for reporting.
2006-09-30 21:29:47 +00:00
Jens Ole Wund
8e7b403924 new softbody feature:
simple (naive) self collision
estimates a collision ball
using the spring lenght to attached neighbours
(idea stolen from old cloth modifier files, but i'm sure ZAZ and genscher won't mind)
-- usefull for untangeling static cloth like objects
-- may be used for cloth simulation with known limitations
like 'tunnel effect' if objects are moving too fast ...

demo -- volatile files
http://www.wund.homepage.t-online.de/hidden/sb_without_selfcol.avi
http://www.wund.homepage.t-online.de/hidden/sb_with_selfcoll.avi

have fun
BM
2006-09-28 20:27:46 +00:00
Jens Ole Wund
2d11fbe192 fix for homegrown bug in softbody rigidity
springs inserted twice caused unreal stiffness in ODEs
-> bad performance killers
2006-09-27 06:59:27 +00:00
Jens Ole Wund
d8874df09c New softbody option: adjustable rigidity.
Gives local structure stability for though fabrics, thin steelplates ..
even suzanne gets pretty crash resistant that way.
If non zero it not only adds diagonals but all other "2edge-wide" springs
so it somehow replaces stiff quads for meshes too.
2006-09-26 12:53:57 +00:00
Brecht Van Lommel
6587c3c6ba Some UV/Image window changes:
- A new Save image function, next to the existing Save As.
- Shortcut keys Alt+S, Alt+R, Alt+O and Alt+N for Save, Reload, Open
  and New image respectively, consistent with the text editor window.
- Hide Select and UVs menus when UV editing isn't active.
- Removed duplicate and unused code, also moved some functions.
2006-09-25 22:00:52 +00:00
Brecht Van Lommel
99c7e3cb9e Last commit broke the smear brush, thanks Jens for spotting this. 2006-09-25 12:30:12 +00:00
Matt Ebb
7639f0890a * Updated the auto-generated UV test image (Image Editor -> Image -> New). The
previous one was ok as a quick fix during orange and showed distortion obviously
but it was kind of extreme, and I'd rather not be blamed for causing blindness
or brain tumours because of it. This pattern is nicer, and still shows
distortion and its location on the map well.
2006-09-25 03:15:58 +00:00
Brecht Van Lommel
ef7200741b Basic pressure sensitivity support in imagepaint, for opacity, size,
falloff and spacing. Click the button labeled "P" next to the sliders.
Works best for opacity, other options can give poor quality strokes in
some cases. Also performance needs to be improved.

Remember, works only on X11 and Mac, no Windows support for tablets yet.
2006-09-24 19:29:25 +00:00
Roland Hess
4725ca6c02 This commit adds local target rotation support to the floor constraint,
making it much more useful. Requested and taunted for frequently by
Plumiferos folks. Click on "Use Rot" to take target object rotations
into account.

Good for using rotated empties, etc., as a sloped floor.
2006-09-22 15:57:58 +00:00
Ton Roosendaal
ab2c57a29d Maximum amount of keys in a ColorBand now is 32.
This is static array stuff... could be dynamic once.
2006-09-18 15:32:11 +00:00
Ton Roosendaal
0d4f5335bf Bugfix #4925
When using a particle system in a dupli-group, and the group is in the
current scene but not visible, the particles are calculated on wrong
position. This is the recurring trouble with particle calculating... which
doesn't do despgraph stuff.

This commit fixes the error, but it will still display particles *once*
(one draw) on the wrong location. That's a lag in the system I cannot
solve quickly...

Note that this system does work OK when you put the group in another Scene,
or linked from another file. That's what it was coded for...
2006-09-17 13:12:57 +00:00
Ton Roosendaal
3147963237 Bugfix #4983
- Using NLA stride didn't work at all for Motion Blur render... appeared to
  be a typo even, using 'ctime' instead of 'stime'. :)
- When entering editmode on a striding Armature, the position of the
  armature was incorrect (missing depsgraph refresh)
- changes in constraint.c is just a small cleanup, unused 'ctime' arg.
2006-09-17 11:40:28 +00:00
Campbell Barton
d89240ba12 added mesh_create_derived_view(ob) to DerivedMesh.c
exactly the same as mesh_create_derived_render(ob) except it uses the view modifier settings.

Added an optional arg to getFromObject to 'render' so you can choose to get the mesh displayed in the 3d view or generate one with render settings.
Solved bug 4612 getFromObject now works with soft body meshes (error was caused by getting the derived mesh from a copy of the object)

removed workaround for softbody bug in object_apply_def.py
2006-09-17 05:15:56 +00:00
Ton Roosendaal
b150f25c36 Enabling vertex-parenting to a Lattice didn't take deformed Lattices in
account...
2006-09-16 10:46:53 +00:00
Ton Roosendaal
bcb16ea280 Patch #4970 (brecht)
Added: Scale node in Compositor.

- Only works for RGBA buffers now
- I have added an option "Relative" or "Absolute" scale. So you can also
  define actual pixels for scale. Values for scale are reset when you
  switch, to prevent too weird situations.
- Scaling wasn't foreseen to work with the preview-panel in UV window, this
  preview cropping only happens for Image and RenderResult nodes... actually
  should be done for the scale too. I wait with t hat though... this preview
  method isn't very advanced yet.
- The pass_on_compbuf() here crashed in tests with preview panel, that's
  weak code... I have to recode that. For time being I use the
  dupalloc_compbuf to have it stable.
2006-09-14 12:21:18 +00:00
Ton Roosendaal
f0614ad811 New: (partial) Shape Key support for Lattices
- Panel with Shape keys now shows for lattice too
- Supports VGroup weight value for Shapes

NOTE: this doesn't support Shape editing with linked duplicates. The
modifier system for Lattices (as for Curve/Surface) has no local Object
storage, so linked duplicates will all show identical.
2006-09-14 08:13:09 +00:00
Brecht Van Lommel
737458d2f4 Bugfix: texture paint didn't work correct with modifiers. 2006-09-12 16:53:27 +00:00
Ken Hughes
e02e8b0c71 Bugfix #4979: unlinking mesh obdata which has shape keys was not decrementing
the IPO user reference count when the key's reference count reached zero.
2006-09-12 14:05:26 +00:00
Ken Hughes
c3b9a550a3 ===Python API===
Internal code clean-up: make M_Object_New use existing code instead of
duplicating the steps of object initialization/creation.
2006-09-11 17:55:52 +00:00