Dyntopo can currently create skinny faces,
especially when the faces are much larger then the resolution.
To get the old behavior, set debug value to 1234
Allocate statistics array dynamically, so increasing max number of threads does
not increase sloppyness of the memory usage.
For the further cleanups: we can try alloca-ing this array, but it's also not
really safe because we can have quite huge number of threads in the future.
Plus statistics will allocate memory for each individual entry, so using alloca
is not going to give anything beneficial here.
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.
Issue here is simple and has been fixed in other places such as
texpainting: Basically if face has different winding, do not calculate
it as adjucent to the other face, even if UV is identical.
This allows us to stack islands of symmetrical closed meshes on top of
one another and still be able to select the two identical island halfs
(provided the normals are correct of course).
The issue was introduced in rB4b685e1 and it appears some crazy area still
accesses particles for render after deleting it's render data, which broke
viewport/render behavior.
This commit restores previous G.is_rendering logic and adds corresponding
checks to cache construction, so counting is all consistent.
Goes to the TODO list to either replace G.is_rendering with eval_ctx or to
make it so psys->renderdata always exists during render sync.
The issue was caused by bevel object being automatically added to the scene graph
by dag_get_node() and had no incoming relations, even form the scene. This confused
scene update flush logic.
Now there'll be a scene relation added to such nodes, so they're always reachable
from the root node.
I found this while investigating why the backdrop shows 'blank' while I
update a node influence factor. This problem still persist, but maybe it
was there before multiview. In release it is not noticeable, but in my
debug build is quite evident.
Issue was caused by mismatched logic in counting child/parent particles in
job initialization and actual job execution. Confusion here came from mixed
usage of psys->renderdata and G.is_rendering.
We need to get rid of G.is_rendering and use eval_ctx if it's really needed,
but we also might just use psys->renderdata check since it's expected psys
to have this structure anyway.
Speedup is non-linear, 2x-10x faster is quite normal.
Patch T43678.
- Switched from an Octree to BVH.
- Finding first points of surface no longer "wastes" density function evaluation: every result is cached.
- Use MemArena instead of using own memory management.
- Correct calculation of metaelem bounding box.
- Remove mball_count(): mballs are now counted "on the go".
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867
Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.
More info is accessible through the design task and the diff.
A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible
A big "Thank You" for you all!
A nice bug combining all the broken features of blender:
Particles, duplis and multiple scene dependencies.
Fortunately this was solvable: Basically, we need to
make sure derivedmesh for dupli instance is generated before
obmat is overriden. This also makes sense, since no instance
has "true" obmat apart from original. Lazy initialization of
derivedmesh just does not work here (or it -does- work but first
use should be before instance drawing).
Fingers crossed nothing else breaks after this...
Caused by changes in 31e26bb83b. This makes it fall back to the old
method if we can't find a screen.
Patch is actually by @LazyDodo with minor edits by me.