The idea is to make it possible to report extra meta data from
render engine to the file writing. This way we can provide
additional information such as number of samples rendered by
resumable Cycles rendering so we can easily combine files back.
Currently only report number of samples from Cycles when rendering
a single render-layer scene. This is something what was required
here at the studio. We can easily extend that further.
Ideally we would also need to support non-string metadata, but
that's for later.
Reviewers: mont29, campbellbarton
Reviewed By: mont29, campbellbarton
Subscribers: sybren, candreacchio
Differential Revision: https://developer.blender.org/D2502
If an object is in any visible collection, the object will be visible.
This behaviour has changed in 9ad2c0b615.
If it will change again, it will be for:
https://developer.blender.org/D2878
Bug introduced on 1c4c288727 (well technically in b48694639a).
We should not remove the renderlayer from the context, but instead the one that
is active from scene.
That said, the UI should make a distinction between the scene active render layer
and the one that is active in the UI (and that should be the one used when
removing it).
But for now this is at least more consistent for the users.
cmake's link_directories will supply forward slashes for the search paths, the msvc linker has some issues with that, while it will search for the needed libs just fine, the incremental linker gets fed forward slashes for some libs, while the previous binary has backward slashes in it's metadata, the linker assumes obj files got added and performs a full link instead of an incremental link. This change brings down the link time with newer msvc versions for a trivial edit down from a few minutes to a few seconds.
- Only basis balls are exported, as they represent the resulting mesh.
As a result the mesh is written to Alembic using the name of the basis
ball.
- MetaBalls are converted to a mesh on every frame, then an
AbcMeshWriter is used to write that mesh to Alembic.
When the mesh changed topology but kept the vertex count the same, it would
result in a corrupt mesh. By checking the face & loop counts too, this has
become less likely.
I've checked IPolyMeshSchema::isConstant(), but it returns true even when
we see that the mesh changed topology.
Recent addition of 'reinsert' didn't match logic for ghash API.
Rename to BLI_heap_node_value_update,
also add BLI_heap_insert_or_update since it's a common operation.
The single byte version of hash_data was casting from unsigned char
instead of signed.
This didn't cause any errors since the result of each aren't compared.
Even so, better keep them matching.