Some cleanup of particle path drawing logic:
* Path drawing now works for non hair particles. * Should fix the following bugs too: [#21316] Hair weight drawing is wrong [#21923] Consistent Crash When Rendering Particle Scene. [#21950] Path rendering option for particles causes crash
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@@ -705,12 +705,6 @@ class PARTICLE_PT_render(ParticleButtonsPanel):
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sub = split.column()
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sub.prop(part, "velocity_length")
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elif part.ren_as == 'PATH':
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if part.type != 'HAIR' and part.physics_type != 'KEYED' and (psys.point_cache.baked is False):
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box = layout.box()
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box.label(text="Baked or keyed particles needed for correct rendering.")
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return
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sub.prop(part, "render_strand")
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subsub = sub.column()
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subsub.active = (part.render_strand is False)
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@@ -862,11 +856,6 @@ class PARTICLE_PT_draw(ParticleButtonsPanel):
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path = (part.ren_as == 'PATH' and part.draw_as == 'RENDER') or part.draw_as == 'PATH'
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if path and part.type != 'HAIR' and part.physics_type != 'KEYED' and psys.point_cache.baked is False:
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box = layout.box()
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box.label(text="Baked or keyed particles needed for correct drawing.")
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return
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row = layout.row()
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row.prop(part, "display", slider=True)
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if part.draw_as != 'RENDER' or part.ren_as == 'HALO':
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