Softbody based Demolition Modifier (no specific docs available at the moment but conceptual it’s similar to Demolition Script & Tests). Of course, not all features from the original Demolition Script are supported so far.
shadow buffer size below 512 is possible. lower limit here is 64. that’s useful if you want to fake GI with lots of shadow buffer spots to avoid slow raytracing. i’m using such methods much for high resolution architecture visualisation, saves lot of rendertime and memory.
more flexible OSA settings, 1-16 samples possible. 1 sample for example is nice if you don’t need OSA but want filtered textures for preview.
you can now use up to 256 threads for rendering
the rest is in sync with the official blender version at the time of the current release.
blend files should be compatible with official blender, only my modifiers will disappear if you load your file into a different blender.
feel free to compile and upload builds for your own platform to GraphicAll.org, i’d like to add them above.
and please report bugs.
I have been waiting for this kind of OSA enhancement since I saw plumiferos.
There is a bug in the array modifier.
Download the attached BLEND and click the Rotation Z in the numeric input. Increase it to 20. Then simply decrease it to 10 and you will see the bug. The array modifier in correctly calculates the rotation when Object Offset is used.
i noticed that with old .b.blend config files, if you use adaptive subdivision modifier, animation rendering can hang (rendering the same frame over and over again). i’m not exactly sure why, but you can fix this by creating a new config and deleting the old one.
seems to be a dependency cycle problem, this behavior could be improved but it’s not such a big bug.
i’d like to add that i meant by ‘report bugs’ only kai’s blender related bugs. problems that only occure because of my changes, modifiers etc. and if you find such a bug, please post it here and not in the blender bug tracker.
you mean weightpainted subdivision independently from the camera distance depending subdivision? if so, then i would say it’d be better located in the subsurf modifier.
near -->more subdivide
more weight area–>more subdivide
less weight area -->less subdivide
as an adaptive subdivision modifier add this function in it is adaptive.:D:D:D
thanks for the build,esp. the lower shadow map size.is it possible to make a shadow mapped lamp(point light)-very useful arch.interiors.-i mean a gui object which acts as point light,instead of alt+d spotlights.it will be great if this becomes feature of blender.
since the new blender version 2.5 is around the corner many patches waiting in the patch tracker will probably go down the drain because of incompatibility. that’s one of the reasons i decided to implement some of them into my blender.
it took some efforts to combine them with the current trunk but i hope everything works as it should. you can find examples and “docs” only in the patch tracker so far.
It’s AO that takes objects’ color into account. I think it’s supposed to allow a ‘fake’ color bleeding … but with emit enabled on a material, it also allows meshes to act as light sources (in a limited way).
Haven’t messed around with it yet except to see that it actually runs.
I was wondering if you have all the different components as separate patches instead of One Big Patch for bookkeeping purposes? Starting to look like I might have to start using a patch manager like quilt pretty soon especially if they do an official release before 2.5.
looks like I just used the first patch at the top of the thread and not all the other stuff from the recent post…
I almost made a build with exactly the same patches
Hopefully when 2.5 comes they won’t purge the SVN.
Hey Kia you’re proabbly a good person to ask this,
I’m trying to increase the sculpting mode add sub ‘strength’ to 1000,
but it seems to have a cap at 255.
The reason I’m trying is because with high polygons it seems to become
unresponsive with add sub, but I can ‘grab’ fine in the same situation with no lag whatsoever,
so I thought I’d try!
So at 255 strength it is a pretty pronounced visually responsive difference,
not as spindly, but I’d still like 1000.
When i changed my camera clipping to 10000 I noticed there were some camera.py
files that I think had to be changed, but I couldn’t find any extra for
grab_brush, or sculpt type searches.
I think the sculpt mode.c strength option and it is something like “0.0, 0.0, 1.0 , 4.0”
and also on that page there are about five “255’s”, ( I was looking for a 255 strenght limit)
sculpt strength isn’t as intuitive for customizing as the camera is.
I don’t know if this is something you might be interested in looking at, but I thought I would throw it out there.