Sorry, this is a duplicate of T57489
Jun 3 2019
Jun 1 2019
May 23 2019
May 20 2019
May 9 2019
Apr 19 2019
@Jean Da Costa (jeacom256), you are right. For curvature ("local space" cavity), max value is 2.0. And even for ambient occlusion ("world space" cavity), where you can set any number, it will never brighten by more than a factor of 4.
Apr 18 2019
could we get a soft limit for the sliders, so we can extrapolate if we really wanted?
Apr 16 2019
Here's a different model with bumped up cavity that hopefully shows that contrast is still possible for sculpting purposes.
Here's how I would organize cavity related settings.
Here's a comparison of my function versus the color version of gtao_multibounce(). First one is mine.
This reduces contrast excessively mostly when the base color of the surface is set too bright. In the example image, the object base colors are actually set very bright to compensate for the rather dark studio lighting. Studio lights should be brighter so that material base colors can be kept at a more realistic level without making the scene look too dark. Base colors should never be brighter than 85% (linear) or so.
Fixed a typo
Apr 15 2019
Marked this as invalid because I meant to create differential.
Apr 6 2019
Actually, when stepping in debugger, you can see that the mode change itself actually recreates the data after freeing it.
This looks so good. :)
Alexander, I just ran your code and I can't reproduce that dual quat weighting bug. I don't know what you did differently to avoid it, but everything is looking good.
This changes B-Bone deformation to use matrices computed between
segments, with tangents computed from the real bezier curve.
FYI, I started investigating if I can implement this the proper way with N+1 nodes between segments.
Everything looks to be working now.
Apr 5 2019
I forgot to take scaling into account for the endpoints. Will post again with update.
Bendy bones are now interpolated over their full length.
Apr 4 2019
Note that Armature modifier isn't the only place that uses B-Bone shape - there is the Armature constraint which by definition must produce the same transformation. Copy Transforms may also benifit from access to smoothed shape rather than raw segments.
For those interested, I'm currently working on adding interpolation at the end points by caching two additional matrices per b-bone, one per endpoint, following Alexander's idea.
I added linear_blend_m4_m4m4 function to matrix math functions, because it was missing and others might need it in the future.
Here's one with fewer segments per bone.
... The question is how well it would work with such hacks, and whether it is worth it.
... To do that, instead of building N 'segments' like sub-bones, you basically want to sample the bezier transformation at N+1 points (including both ends of the bone), and interpolate between them all. This will however require changing everything, including B-Bone drawing...
I don't really like these uninterpolated ends, ...
This seems like a good idea. My only concern is the performance impact, would be good to test how playback speed is affected in a real world rig. Probably it's ok.
Apr 3 2019
Submitted patch here
Hi everyone, I'm not a Blender developer but I took some time to implement interpolation between bendy bone segments. If I'm doing something wrong posting here, tell me, because I'm new to all this.
Feb 26 2019
Nov 5 2018
It no longer crashes on the latest build. You guys are doing a good job on 2.8. I'm loving it.