Adds 3D-Tiling options to the sculpt tool. This is very similar to the
symmetry options in the sense that it replicates the strokes. For tiling
this replication happens with a linear offset to fill the whole object
along one or more axis.
This allows to create geometry that can be tiled seamless. One use case
is the creation of tileable textures by sculpting high resolution
geometry and then rendering it with an orthographic camera to create
maps for diffuse, normal, etc
Notes:
Patch by Tilman Blumhagen with minor changes (move tile flags to paint
symmetry flags).
After some feedback from artists, leaving tiling value to constant
offset, though I suspect that some method that uses the object
bounding box dynamically might be good to have too. It can
be added later though :)
Thanks a lot for the patch!
Patch: D1426
Also the refactor exposed an error where we requested too much
memory from the video memory in general for all mesh types.
Now we are back to normal :)
This is the same as D1427 / 89e5c756665c1e7e622ddbd5deece0dda4ce7724
except for NlaStrip.fcurves instead of Action.fcurves. It makes finding
a specific fcurve in Python much easier, as you don't need a Python-side
loop any more.
Reviewers: aligorith
Reviewed By: aligorith
Differential Revision: https://developer.blender.org/D1430
This is a regression introduced in rBce729677db3e and rBb408d8af31c9.
RoundCapShader and SquareCapsShader had to remove (almost) overlapping
stroke vertices to avoid sudden thinning of line thickness. For instance,
the test .blend file from https://developer.blender.org/T36425#231460
suffered from the reported line thinning (although T36425 was originally
caused by a different bug).
Previous fix didn't work well enough because on Windows Python has different
environment than Blender ans setting variables in there made no effect from
Blender point of view.
Issue was introduced in b0df196.It's not the nicest ever solution but it's
quite close to be as nice as we can do it with current custom nodes and
notifier system design.
Weights were calculated using tessellation data, giving slightly uneven weighting.
Now only use tessellation for ray-cast but weight the influences from the original polygons.
Also cache arrays from derived-mesh, they we're called each intersection.
Now the conversion code uses mesh element mapping to speed up lookups.
Gives really nice speed improvement here, but the cost is higher memory
usage during refiner construction.
On the dragon scene here topology refiner construction time goes down
from 5 seconds to around 0.01.
It's possible to reduce the memory footprint by allocating mapping in
stages (don't allocate all of them at once, but do it on demand only
and free them after they're not needed anymore).
Caused by own rBff3d535bc2a6309 - since we now only write the exact amount of layers
needed to store saved customdata, we have to adjust CustomData->maxlayer too.
Otherwise, on next read, customdata code believes it has more layers allocated than
actual number.
Issue reported by Campbell over IRC, thanks.