Commit Graph

11 Commits

Author SHA1 Message Date
Sergey Sharybin
6a842c19ae Fix #24321: duplicate of multiresolution modifier error 2010-10-19 07:10:12 +00:00
Campbell Barton
81b6d308a7 [#23673] Modifier construction gives correct result in viewport but incorrect in render.
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.
2010-09-30 10:51:36 +00:00
Sergey Sharybin
57527cb0ac - Save MDISPS layer when applying modifier.
All sculpting used to disappear before. Save MDISPS if new mesh has got the same faces amount.
  NOTE: maybe some other layers should be saved?
- Apply multires modififier if MDISPS was auto-created.
  Multires's applyModifier used to return unchanged DM when MDISPS was auto-created.
- Set multires totlvl from MDISPS layer when new multires was added to mesh with existing MDISPS layer.
2010-09-26 18:29:54 +00:00
Nicholas Bishop
4eaa10aa02 == Multires ==
Fixed bug #23657, "Modifiers dosen't work when you select diffrent mesh for object"

Multires modifier now adds empty mdisps if they're missing, rather than displaying a warning
Switching an object's mesh will now check for a multires modifier; if found the modifier's total number of levels are reset to match the mesh's mdisps
Switching the mesh also forces a multires update so that sculpted changes aren't lost
2010-09-09 00:14:51 +00:00
Sergey Sharybin
33cb2f93ff Fix #22661: Multires/Sculpt Segfult
- Show error message in multires modifier if there is no MDISPS layer
- Sculpt on basis mesh if there is no the same layer
2010-07-22 11:27:54 +00:00
Brecht Van Lommel
89320c911e Sculpt & modifiers: patch by Sergey Sharybin, with modifications by me.
Fixes various crashes and redraw problems, most noticeable new feature
is that you can now sculpt on a multires mesh with deforming modifiers
preceding it.

I've left out support for sculpting on multires with enabled modifiers
following it, in this case only the base mesh can be sculpted now. The
code changes needed to do this are just too ugly in my opinion, would
need a more torough redesign which I don't think we should try now. In
my opinion this is also not really an important case, since it's going
to be incredibly slow anyway to run a modifier on a high res mesh while
sculpting.


So, to summarize current state:

* Fastest sculpting: base mesh with no modifiers or multires with only
  modifiers preceding it.
* Slower sculpting: base mesh with modifiers, depends on the speed of
  the modifiers.
* Not supported: multires mesh with modifiers following it.
2010-06-02 18:04:31 +00:00
Campbell Barton
4824e7eeeb modifier include cleanup, this might need fixes on other systems but hard to avoid.
also removed unused stuff from cmake modifier file
2010-04-12 22:33:43 +00:00
Campbell Barton
8c3ab1c2a4 - use more inline math funcitons where possible
- swapped in less verbose math functons
- modifier include cleanup
2010-04-12 00:36:50 +00:00
Guillermo S. Romero
fbf8287ed1 SVN maintenance. 2010-04-11 23:20:03 +00:00
Campbell Barton
909493eac9 booleanops.c was moved to MOD_boolean_util.c, remove empty file. 2010-04-11 22:20:02 +00:00
Campbell Barton
3fdaf5cecc [#14437] Modifier Stack Refactor
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.
2010-04-11 22:12:30 +00:00