Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow.
Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :)
For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes
This commit also includes couple of fixes I spotted while testing:
* Fix: dissolve was applied at different time for low res and high res simulations.
* Fix: full sample setting didn't get copied with domain.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...
I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).
This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).
Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.
Thanks to Brecht for reviewing.
bug reported by Eloy Felix over email
Apparently there are some files that will perform better with "use_occlusion_culling" off.
For now the UI option can return.
Technically this could make into 2.67a, but the string is not localized (it'll be in English).
Not sure what is more important here:
- consistent UI OR to expose in the UI an option some people need
* Editing number of segments for particle hair did not update the viewport.
* Hidden particles were confusing, the paths were drawn but without the points.
Now it draws the path faded to indicate that they are hidden/locked.
* Select tips/roots operators now have options to select/deselect/toggle/invert.
Eventually a context menu for nodes could be a nicer solution: right-click on node link opening a popup with operators for the node, socket or link under cursor, including option "Insert Reroute".
This operator will run a tracker from previous
keyframe to current frame for all selected markers.
Current markers positions are considering initial
position guess which could be updated by a tracker
for better match.
Useful in cases when feature disappears from the
frame and then appears again. Usage in this case
is the following:
- When feature point re-appeared on frame, manully
place marker on it.
- Use Refine Markers operation (which is in Track
panel) to allow tracker to find a better match.
Depending on direction of tracking use either
Forwards or Backwards refining. It's easy: if
trackign happens forwards, use Refine Frowards,
otherwise use Refine Backwards :)
This is hopefully the ultimate solution against smoke blockiness near emitter.
Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well.
Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness
Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
This is an alternative to using camera to scale the
scene and it's expected to be better solution because
scaling camera leads to issues with z-buffer.
Found the whole scaling thing a bit confusing,
especially for object tracking, but cleaning this up
is a bit different topic.
Moved the code after the masking check so we can skip the texture lookup
if the pixel is done, is a bit faster. Also hide the color wheel for these
tools, only did it for 2D paint in previous commit.
* 2D image painting with textures that contained alpha did not work correctly,
had been broken for a while.
* 2D image panels texture (mask) panels showed wrong buttons for texture overlay.
* Texture map mode 3D now also uses masking, like Tiled and Stencil the texture
does not move along with the brush so it works fine.
* 2D image paint View mapping did not work correct, especially noticeable with
Rake rotation.
* Masking is now disabled for the smear tool, this can't really work because
the original image is constantly changing and gave artifacts.
scaling it along one axis, now there's a Reset Transform button.
The Image Aspect button is now also hidden unless the texture is an image texture.
And also hide the color wheel for painting tools that don't use colors.
Made keyap use the same select_or_deselect_all operator
as used for maya keymap instead of tricks with deselect_all.
Solves issue with selection in editor mode (reported as #3
in the original bug report).
* 2D image painting support for masking to limit the max contribution of a stroke
to a pixel, to get it working compatible with projection painting. Not strictly
a bugfix, but the inconsistency here was annoying.
* Fix python errors in Texture Mask panel in image editor, was missing overlay
options.
* Clamp paint mask to 0..1 in case some texture exceeds it, this could give black
pixels due to integer overflow.
Since the bug was fixed that made blur brush _not_ blur all verts, there is no way to blur vertex colors after baking.
While this was hidden it was useful especially for baking vertex colors.
Some enums' items actually are generated from data (like the render layers of compo nodes), so they should not be translated. Added a PROP_ENUM_NO_TRANSLATE new RNA flag to tag those enums (only found those for nodes, but may be more of them around).
Also fix similar issue in main list of render layers (Py UI code! :P ).
- update copying code for linestyles to copy gaps
- update copying code for freestyle line modifiers to copy mapping flags and seeds
- fix drawing code for Material modifiers after a recent refactoring
Some RNA Properties were not updated in UI scripts after a recent refactoring
there removing "use_" prefix from some of the boolean properties (strangely
though, while every other property attached to SPHFluidSettings.flag has gone
from "use_factor_blah" to "factor_blah", use_factor_density still keeps the old
prefix).
The previous fix limited overlap, but is sometimes
too conservative, and artists want way to turn off
the limiting, so added 'Allow Overlap' option to
modifier.
the operator the previous time. However for these menus it makes more sense to
always use edge/face bevel and to leave vertex bevel for Mesh > Vertex > Bevel.