Sebastian Parborg (@ZaedDB) profile picture

Developer at @blender

Joined November 2010
Photo by Sebastian Parborg (@ZaedDB)Photo by Sebastian Parborg (@ZaedDB)Photo by Sebastian Parborg (@ZaedDB)Photo by Sebastian Parborg (@ZaedDB)Photo by Sebastian Parborg (@ZaedDB)Photo by Sebastian Parborg (@ZaedDB)Photo by Sebastian Parborg (@ZaedDB)Photo by Sebastian Parborg (@ZaedDB)Photo by Sebastian Parborg (@ZaedDB)Photo by Sebastian Parborg (@ZaedDB)
Compound shapes for rigid body simulations are now in 2.91! Thanks David Vogel for the patch! developer.blender.org/D5797 It makes chain simulation really fast (~100fps) when you build the chain link collision shape from multiple primitive shapes (wire edges in this case):
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Replying to @3DBystedt
@3DBystedt Just a heads up for a UV bug fix. I made it so that proportional edit with "connected" now works just like in mesh edit mode! So it is actually useful now when moving UVs that are close together but not directly connected.
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It took a while for me to review and green light it, so I'm happy that Alexander Gavrilov stuck to his guns and didn't abandon it. It's fun to see it used so quickly by our user base!
testing out the new fluid density parameters in cloth pressure #b3d
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Thanks to @LucaRood for fixing/improving the hair collisions! His changes have now landed in master! 🥳
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The internal spring patch has now landed in master: developer.blender.org/rB62ef… The build bot should have it in about 4 hours or so. Can't wait to see what you guys do with it! #b3d
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More work on the internal cloth springs. Hopefully this will make it into master next week. Left: No internal springs Middle: Internal springs Right: Internal springs with vertex group and animated properties #b3d
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Just a quick tip about the new fcurve decimate operator: If you want to have key positions match between the curves, you can decimate one curve first, then press "K", invert the selection (Ctrl I), and decimate the selection 100%. Perhaps not optimal, but it is something ;)
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It is also now possible to make it grow by setting the shrink factor to a negative value.
Blender cloth shrinking weight groups
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Committed some changes for the new fcurve decimate operator. Now you can decimate multiple disconnected parts of the curve. The redo panel pops up in the graph editor (so you don't have to press F9 to get the options). Also made it a modal operator when it is in "ratio" mode.
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Pressure vertex groups just landed in master. The build bot should have these changes in 10 hours or so. #b3d #airpressure
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The cloth air pressure feature is now in master 🥳 developer.blender.org/rBf6ce… Let's see if I can get the internal springs patch merged soon as well
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Just a heads up: The merge window for new features in 2.81 has closed. So the new cloth features I have posted here will most likely be for 2.82 instead.
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Quadriflow is now available in the latest blender experimental build: github.com/hjwdzh/QuadriFlow It should work fine in most cases but there are several know limitations so do not expect it to work wonders on all meshes
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I will also show the limitations of this method. As you can see in this example, you clearly see that the collision response is mapped to the other side of the mesh. So it does not propagate in the volume. This means that it will lose volume when compressed.
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This might be remedied somewhat by combining this with the internal pressure simulation, but it will of course not be as good a proper volume simulation.
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As requested, suzanne with 2x subdivision: @melmassadian
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More work on cloth (softbody) volume preservation. Not as good as an actual FEM solver, but it seems a lot better than what we have. #b3d
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Revived and improved an old cloth pressure patch (wait for it): developer.blender.org/T30941 #b3d
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Replying to @ChengduLittleA
@ChengduLittleA updated my modifier branch to be up to date with the blender2.8 branch.
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Replying to @ChengduLittleA
@ChengduLittleA Just got the proof of concept smooth contour + LANPR GP export working.
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