forked from bartvdbraak/blender
2f9f3dd590
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. |
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.. | ||
__init__.py | ||
add_mesh_torus.py | ||
anim.py | ||
clip.py | ||
console.py | ||
freestyle.py | ||
image.py | ||
mesh.py | ||
node.py | ||
object_align.py | ||
object_quick_effects.py | ||
object_randomize_transform.py | ||
object.py | ||
presets.py | ||
rigidbody.py | ||
screen_play_rendered_anim.py | ||
sequencer.py | ||
uvcalc_follow_active.py | ||
uvcalc_lightmap.py | ||
uvcalc_smart_project.py | ||
vertexpaint_dirt.py | ||
view3d.py | ||
wm.py |