Merge with trunk r41701 soc-2011-carrot
authorMiika Hamalainen <blender@miikah.org>
Wed, 9 Nov 2011 15:46:53 +0000 (15:46 +0000)
committerMiika Hamalainen <blender@miikah.org>
Wed, 9 Nov 2011 15:46:53 +0000 (15:46 +0000)
24 files changed:
1  2 
release/scripts/startup/bl_ui/properties_data_modifier.py
release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
source/blender/blenkernel/CMakeLists.txt
source/blender/blenkernel/intern/DerivedMesh.c
source/blender/blenkernel/intern/cdderivedmesh.c
source/blender/blenkernel/intern/dynamicpaint.c
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/blenloader/intern/readfile.c
source/blender/editors/interface/interface_templates.c
source/blender/editors/mesh/mesh_data.c
source/blender/editors/space_buttons/buttons_context.c
source/blender/editors/space_view3d/drawmesh.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/space_view3d/view3d_intern.h
source/blender/makesdna/DNA_modifier_types.h
source/blender/makesdna/DNA_space_types.h
source/blender/makesrna/RNA_access.h
source/blender/makesrna/intern/rna_space.c
source/blender/modifiers/intern/MOD_dynamicpaint.c
source/blender/nodes/shader/node_shader_util.c
source/blender/nodes/shader/node_shader_util.h
source/blender/nodes/shader/nodes/node_shader_geom.c
source/blender/render/intern/source/render_texture.c
source/blenderplayer/bad_level_call_stubs/stubs.c

@@@ -230,9 -230,6 +230,9 @@@ class DATA_PT_modifiers(ModifierButtons
          row.prop(md, "mid_level")
          row.prop(md, "strength")
  
-         layout.label(text="See Dynamic Paint panel.")
 +    def DYNAMIC_PAINT(self, layout, ob, md):
++        layout.label(text="Settings can be found inside the Physics context")
 +
      def EDGE_SPLIT(self, layout, ob, md):
          split = layout.split()
  
index 0263b0b,0000000..fdaa1ae
mode 100644,000000..100644
--- /dev/null
@@@ -1,495 -1,0 +1,497 @@@
-                     sub = col.column()
-                     sub.active = (brush.paint_source != "PARTICLE_SYSTEM");
-                     sub.prop(brush, "use_material")
-                     if brush.use_material and brush.paint_source != "PARTICLE_SYSTEM":
 +# ##### BEGIN GPL LICENSE BLOCK #####
 +#
 +#  This program is free software; you can redistribute it and/or
 +#  modify it under the terms of the GNU General Public License
 +#  as published by the Free Software Foundation; either version 2
 +#  of the License, or (at your option) any later version.
 +#
 +#  This program is distributed in the hope that it will be useful,
 +#  but WITHOUT ANY WARRANTY; without even the implied warranty of
 +#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 +#  GNU General Public License for more details.
 +#
 +#  You should have received a copy of the GNU General Public License
 +#  along with this program; if not, write to the Free Software Foundation,
 +#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 +#
 +# ##### END GPL LICENSE BLOCK #####
 +
 +# <pep8 compliant>
 +import bpy
 +
 +from bl_ui.properties_physics_common import (
 +    point_cache_ui,
 +    effector_weights_ui,
 +    )
 +
 +class PhysicButtonsPanel():
 +    bl_space_type = 'PROPERTIES'
 +    bl_region_type = 'WINDOW'
 +    bl_context = "physics"
 +
 +    @classmethod
 +    def poll(cls, context):
 +        ob = context.object
 +        rd = context.scene.render
 +        return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and (context.dynamic_paint)
 +
 +
 +class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, bpy.types.Panel):
 +    bl_label = "Dynamic Paint"
 +
 +    def draw(self, context):
 +        layout = self.layout
 +
 +        md = context.dynamic_paint
 +        ob = context.object
 +
 +        if md:
 +            layout.prop(md, "ui_type", expand=True)
 +
 +            if (md.ui_type == "CANVAS"):
 +                canvas = md.canvas_settings
 +                
 +                if (not canvas):
 +                    layout.operator("dpaint.type_toggle", text="Add Canvas").type = 'CANVAS'
 +                else:
 +                    layout.operator("dpaint.type_toggle", text="Remove Canvas", icon='X').type = 'CANVAS'
 +
 +                    surface = canvas.canvas_surfaces.active
 +                    row = layout.row()
 +                    row.template_list(canvas, "canvas_surfaces", canvas.canvas_surfaces, "active_index", rows=2)
 +
 +                    col = row.column(align=True)
 +                    col.operator("dpaint.surface_slot_add", icon='ZOOMIN', text="")
 +                    col.operator("dpaint.surface_slot_remove", icon='ZOOMOUT', text="")
 +                    
 +                    if surface:
 +                        layout.prop(surface, "name")
 +                        layout.prop(surface, "surface_format", expand=False)
 +                        col = layout.column()
 +                        
 +                        if surface.surface_format != "VERTEX":
 +                            col.label(text="Quality:")
 +                            col.prop(surface, "image_resolution")
 +                        col.prop(surface, "use_antialiasing")
 +                    
 +                        col = layout.column()
 +                        col.label(text="Frames:")
 +                        split = col.split()
 +                    
 +                        col = split.column(align=True)
 +                        col.prop(surface, "frame_start", text="Start")
 +                        col.prop(surface, "frame_end", text="End")
 +                    
 +                        col = split.column()
 +                        col.prop(surface, "frame_substeps")
 +
 +            elif (md.ui_type == "BRUSH"):
 +                brush = md.brush_settings
++                engine = context.scene.render.engine
 +                
 +                if (not brush):
 +                    layout.operator("dpaint.type_toggle", text="Add Brush").type = 'BRUSH'
 +                else:
 +                    layout.operator("dpaint.type_toggle", text="Remove Brush", icon='X').type = 'BRUSH'
 +
 +                    split = layout.split()
 +
 +                    col = split.column()
 +                    col.prop(brush, "absolute_alpha")
 +                    col.prop(brush, "paint_erase")
 +                    col.prop(brush, "paint_wetness", text="Wetness")
 +                
 +                    col = split.column()
++                    if (engine == 'BLENDER_RENDER'):
++                        sub = col.column()
++                        sub.active = (brush.paint_source != "PARTICLE_SYSTEM");
++                        sub.prop(brush, "use_material")
++                    if brush.use_material and brush.paint_source != "PARTICLE_SYSTEM" and (engine == 'BLENDER_RENDER'):
 +                        col.prop(brush, "material", text="")
 +                        col.prop(brush, "paint_alpha", text="Alpha Factor")
 +                    else:
 +                        col.prop(brush, "paint_color", text="")
 +                        col.prop(brush, "paint_alpha", text="Alpha")
 +
 +
 +class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, bpy.types.Panel):
 +    bl_label = "Dynamic Paint Advanced"
 +
 +    @classmethod
 +    def poll(cls, context):
 +        md = context.dynamic_paint
 +        return md and (md.ui_type == "CANVAS") and (md.canvas_settings) and (md.canvas_settings.canvas_surfaces.active)
 +
 +    def draw(self, context):
 +        layout = self.layout
 +
 +        canvas = context.dynamic_paint.canvas_settings
 +        surface = canvas.canvas_surfaces.active
 +        ob = context.object
 +
 +        layout.prop(surface, "surface_type", expand=False)
 +        layout.separator()
 +
 +        # dissolve
 +        if (surface.surface_type == "PAINT"):
 +            split = layout.split(percentage=0.35)
 +            col = split.column()
 +            col.label(text="Wetmap drying:")
 +            col = split.column()
 +            split = col.split(percentage=0.7)
 +            col = split.column()
 +            col.prop(surface, "dry_speed", text="Time")
 +            col = split.column()
 +            col.prop(surface, "use_dry_log", text="Slow")
 +            
 +        if (surface.surface_type != "WAVE"):
 +            split = layout.split(percentage=0.35)
 +            col = split.column()
 +            if (surface.surface_type == "DISPLACE"):
 +                col.prop(surface, "use_dissolve", text="Dissolve:")
 +            elif (surface.surface_type == "WEIGHT"):
 +                col.prop(surface, "use_dissolve", text="Fade:")
 +            else:
 +                col.prop(surface, "use_dissolve", text="Dissolve:")
 +            col = split.column()
 +            col.active = surface.use_dissolve
 +            split = col.split(percentage=0.7)
 +            col = split.column()
 +            col.prop(surface, "dissolve_speed", text="Time")
 +            col = split.column()
 +            col.prop(surface, "use_dissolve_log", text="Slow")
 +        
 +        # per type settings
 +        if (surface.surface_type == "DISPLACE"):
 +            layout.prop(surface, "use_incremental_displace")
 +            if (surface.surface_format == "VERTEX"):
 +                split = layout.split()
 +                col = split.column()
 +                col.prop(surface, "depth_clamp")
 +                col = split.column()
 +                col.prop(surface, "displace_factor")
 +            
 +        if (surface.surface_type == "WAVE"):
 +            layout.prop(surface, "wave_open_borders")
 +            
 +            split = layout.split()
 +            
 +            col = split.column(align=True)
 +            col.prop(surface, "wave_timescale")
 +            col.prop(surface, "wave_speed")
 +            
 +            col = split.column(align=True)
 +            col.prop(surface, "wave_damping")
 +            col.prop(surface, "wave_spring")
 +            
 +        layout.separator()
 +        layout.prop(surface, "brush_group", text="Brush Group")
 +
 +class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, bpy.types.Panel):
 +    bl_label = "Dynamic Paint Output"
 +    bl_options = {'DEFAULT_CLOSED'}
 +
 +    @classmethod
 +    def poll(cls, context):
 +        md = context.dynamic_paint
 +        if (not (md and (md.ui_type == "CANVAS") and (md.canvas_settings))):
 +            return 0
 +        surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
 +        return (surface and not (surface.surface_format=="VERTEX" and (surface.surface_type=="DISPLACE" or surface.surface_type=="WAVE")))
 +
 +    def draw(self, context):
 +        layout = self.layout
 +
 +        canvas = context.dynamic_paint.canvas_settings
 +        surface = canvas.canvas_surfaces.active
 +        ob = context.object
 +        
 +        # vertex format outputs
 +        if (surface.surface_format == "VERTEX"):
 +            if (surface.surface_type == "PAINT"):
 +                 # toggle active preview
 +                layout.prop(surface, "preview_id")
 +                
 +                # paintmap output
 +                row = layout.row()
 +                row.prop_search(surface, "output_name", ob.data, "vertex_colors", text="Paintmap layer: ")
 +                ic = 'ZOOMIN'
 +                if (surface.output_exists(object=ob, index=0)):
 +                    ic = 'ZOOMOUT'
 +                col = row.column(align=True)
 +                col.operator("dpaint.output_toggle", icon=ic, text="").index = 0
 +                
 +                # wetmap output
 +                row = layout.row()
 +                row.prop_search(surface, "output_name2", ob.data, "vertex_colors", text="Wetmap layer: ")
 +                ic = 'ZOOMIN'
 +                if (surface.output_exists(object=ob, index=1)):
 +                    ic = 'ZOOMOUT'
 +                col = row.column(align=True)
 +                col.operator("dpaint.output_toggle", icon=ic, text="").index = 1
 +            if (surface.surface_type == "WEIGHT"):
 +                row = layout.row()
 +                row.prop_search(surface, "output_name", ob, "vertex_groups", text="Vertex Group: ")
 +                ic = 'ZOOMIN'
 +                if (surface.output_exists(object=ob, index=0)):
 +                    ic = 'ZOOMOUT'
 +                col = row.column(align=True)
 +                col.operator("dpaint.output_toggle", icon=ic, text="").index = 0
 +
 +        # image format outputs
 +        if (surface.surface_format == "IMAGE"):
 +            col = layout.column()
 +            col.operator("dpaint.bake", text="Bake Image Sequence", icon='MOD_DYNAMICPAINT')
 +            col.prop_search(surface, "uv_layer", ob.data, "uv_textures", text="UV layer:")
 +            layout.separator()
 +            
 +            col.separator()
 +            col = layout.column()
 +            col.prop(surface, "image_output_path", text="")
 +            split = layout.split()
 +            col = split.column()
 +            col.prop(surface, "image_fileformat", text="")
 +            col = split.column()
 +            col.prop(surface, "premultiply", text="Premultiply alpha")
 +            col.separator()
 +            
 +            if (surface.surface_type == "PAINT"):
 +                split = layout.split(percentage=0.4)
 +                col = split.column()
 +                col.prop(surface, "do_output1", text="Paintmaps:")
 +                sub = split.column()
 +                sub.active = surface.do_output1
 +                sub.prop(surface, "output_name", text="")
 +                
 +                split = layout.split(percentage=0.4)
 +                col = split.column()
 +                col.prop(surface, "do_output2", text="Wetmaps:")
 +                sub = split.column()
 +                sub.active = surface.do_output2
 +                sub.prop(surface, "output_name2", text="")
 +            else:
 +                col = layout.column()
 +                col.prop(surface, "output_name", text="Filename: ")
 +                if (surface.surface_type == "DISPLACE"):
 +                    col.prop(surface, "displace_type", text="Displace Type")
 +                    col.prop(surface, "depth_clamp")
 +                if (surface.surface_type == "WAVE"):
 +                    col.prop(surface, "depth_clamp", text="Wave Clamp")
 +
 +class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, bpy.types.Panel):
 +    bl_label = "Dynamic Paint Initial Color"
 +    bl_options = {'DEFAULT_CLOSED'}
 +
 +    @classmethod
 +    def poll(cls, context):
 +        md = context.dynamic_paint
 +        if (not (md and (md.ui_type == "CANVAS") and (md.canvas_settings))):
 +            return 0
 +        surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
 +        return (surface and surface.surface_type=="PAINT")
 +
 +    def draw(self, context):
 +        layout = self.layout
 +
 +        canvas = context.dynamic_paint.canvas_settings
 +        surface = canvas.canvas_surfaces.active
 +        ob = context.object
 +
 +        layout.prop(surface, "init_color_type", expand=False)
 +        layout.separator()
 +
 +        # dissolve
 +        if (surface.init_color_type == "COLOR"):
 +            layout.prop(surface, "init_color")
 +            
 +        if (surface.init_color_type == "TEXTURE"):
 +            layout.prop(surface, "init_texture")
 +            layout.prop_search(surface, "init_layername", ob.data, "uv_textures", text="UV Layer:")
 +        
 +        if (surface.init_color_type == "VERTEX_COLOR"):
 +            layout.prop_search(surface, "init_layername", ob.data, "vertex_colors", text="Color Layer: ")
 +
 +class PHYSICS_PT_dp_effects(PhysicButtonsPanel, bpy.types.Panel):
 +    bl_label = "Dynamic Paint Effects"
 +    bl_options = {'DEFAULT_CLOSED'}
 +
 +    @classmethod
 +    def poll(cls, context):
 +        md = context.dynamic_paint
 +        if (not (md and (md.ui_type == "CANVAS") and (md.canvas_settings))):
 +            return False;
 +        surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
 +        return surface and (surface.surface_type == "PAINT")
 +
 +    def draw(self, context):
 +        layout = self.layout
 +
 +        canvas = context.dynamic_paint.canvas_settings
 +        surface = canvas.canvas_surfaces.active
 +
 +        layout.prop(surface, "effect_ui", expand=True)
 +
 +        if surface.effect_ui == "SPREAD":
 +            layout.prop(surface, "use_spread")
 +            col = layout.column()
 +            col.active = surface.use_spread
 +            split = col.split()
 +            sub = split.column()
 +            sub.prop(surface, "spread_speed")
 +            sub = split.column()
 +            sub.prop(surface, "color_spread_speed")
 +
 +        elif surface.effect_ui == "DRIP":
 +            layout.prop(surface, "use_drip")
 +            col = layout.column()
 +            col.active = surface.use_drip
 +            effector_weights_ui(self, context, surface.effector_weights)
 +            split = layout.split()
 +
 +            layout.label(text="Surface Movement:")
 +            split = layout.split()
 +            col = split.column()
 +            col.prop(surface, "drip_velocity", slider=True)
 +            col = split.column()
 +            col.prop(surface, "drip_acceleration", slider=True)
 +
 +        elif surface.effect_ui == "SHRINK":
 +            layout.prop(surface, "use_shrink")
 +            col = layout.column()
 +            col.active = surface.use_shrink
 +            col.prop(surface, "shrink_speed")
 +                      
 +
 +class PHYSICS_PT_dp_cache(PhysicButtonsPanel, bpy.types.Panel):
 +    bl_label = "Dynamic Paint Cache"
 +    bl_options = {'DEFAULT_CLOSED'}
 +
 +    @classmethod
 +    def poll(cls, context):
 +        md = context.dynamic_paint
 +        return md and (md.ui_type == "CANVAS") and (md.canvas_settings) and \
 +        (md.canvas_settings.canvas_surfaces.active) and (md.canvas_settings.canvas_surfaces.active.uses_cache)
 +
 +    def draw(self, context):
 +        layout = self.layout
 +
 +        surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
 +        cache = surface.point_cache
 +        
 +        point_cache_ui(self, context, cache, (cache.is_baked is False), 'DYNAMIC_PAINT')
 +
 +
 +class PHYSICS_PT_dp_brush_source(PhysicButtonsPanel, bpy.types.Panel):
 +    bl_label = "Dynamic Paint Source"
 +
 +    @classmethod
 +    def poll(cls, context):
 +        md = context.dynamic_paint
 +        return md and (md.ui_type == "BRUSH") and (md.brush_settings)
 +
 +    def draw(self, context):
 +        layout = self.layout
 +
 +        brush = context.dynamic_paint.brush_settings
 +        ob = context.object
 +              
 +        split = layout.split()
 +        col = split.column()
 +        col.prop(brush, "paint_source")
 +
 +        if brush.paint_source == "PARTICLE_SYSTEM":
 +            col.prop_search(brush, "particle_system", ob, "particle_systems", text="")
 +            if brush.particle_system:
 +                col.label(text="Particle effect:")
 +                sub = col.column()
 +                sub.active = not brush.use_particle_radius
 +                sub.prop(brush, "solid_radius", text="Solid Radius")
 +                col.prop(brush, "use_particle_radius", text="Use Particle's Radius")
 +                col.prop(brush, "smooth_radius", text="Smooth radius")
 +                
 +        if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE', 'POINT'}:
 +            col.prop(brush, "paint_distance", text="Paint Distance")
 +            split = layout.row().split(percentage=0.4)
 +            sub = split.column()
 +            if brush.paint_source == 'DISTANCE':
 +                sub.prop(brush, "proximity_project")
 +            if brush.paint_source == "VOLUME_DISTANCE":
 +                sub.prop(brush, "proximity_inverse")
 +                
 +            sub = split.column()
 +            if brush.paint_source == 'DISTANCE':
 +                column = sub.column()
 +                column.active = brush.proximity_project
 +                column.prop(brush, "ray_direction")
 +            sub.prop(brush, "proximity_falloff")
 +            if brush.proximity_falloff == "RAMP":
 +                col = layout.row().column()
 +                col.separator()
 +                col.prop(brush, "proximity_ramp_alpha", text="Only Use Alpha")
 +                col.template_color_ramp(brush, "paint_ramp", expand=True)
 +                
 +class PHYSICS_PT_dp_brush_velocity(PhysicButtonsPanel, bpy.types.Panel):
 +    bl_label = "Dynamic Paint Velocity"
 +    bl_options = {'DEFAULT_CLOSED'}
 +
 +    @classmethod
 +    def poll(cls, context):
 +        md = context.dynamic_paint
 +        return md and (md.ui_type == "BRUSH") and (md.brush_settings)
 +
 +    def draw(self, context):
 +        layout = self.layout
 +
 +        brush = context.dynamic_paint.brush_settings
 +        ob = context.object
 +              
 +        split = layout.split()
 +        col = split.column()
 +        col.prop(brush, "velocity_alpha")
 +        col.prop(brush, "velocity_color")
 +        col = split.column()
 +        col.prop(brush, "velocity_depth")
 +        sub = layout.row().column()
 +        sub.active = (brush.velocity_alpha or brush.velocity_color or brush.velocity_depth)
 +        sub.prop(brush, "max_velocity")
 +        sub.template_color_ramp(brush, "velocity_ramp", expand=True)
 +        layout.separator()
 +        split = layout.split()
 +        col = split.column()
 +        col.prop(brush, "do_smudge")
 +        col = split.column()
 +        col.active = brush.do_smudge
 +        col.prop(brush, "smudge_strength")
 +        
 +class PHYSICS_PT_dp_brush_wave(PhysicButtonsPanel, bpy.types.Panel):
 +    bl_label = "Dynamic Paint Waves"
 +    bl_options = {'DEFAULT_CLOSED'}
 +
 +    @classmethod
 +    def poll(cls, context):
 +        md = context.dynamic_paint
 +        return md and (md.ui_type == "BRUSH") and (md.brush_settings)
 +
 +    def draw(self, context):
 +        layout = self.layout
 +
 +        brush = context.dynamic_paint.brush_settings
 +        ob = context.object
 +              
 +        layout.prop(brush, "wave_type")
 +        if (brush.wave_type != "REFLECT"):
 +            split = layout.split(percentage=0.5)
 +            col = split.column()
 +            col.prop(brush, "wave_factor")
 +            col = split.column()
 +            col.prop(brush, "wave_clamp")
 +
 +def register():
 +    bpy.utils.register_module(__name__)
 +
 +
 +def unregister():
 +    bpy.utils.register_module(__name__)
 +
 +if __name__ == "__main__":
 +    register()
index 3085876,0000000..f1ec5b4
mode 100644,000000..100644
--- /dev/null
@@@ -1,4874 -1,0 +1,4879 @@@
-                                                       if (brush->flags & MOD_DPAINT_USE_MATERIAL)
 +/**
 +***** BEGIN GPL LICENSE BLOCK *****
 + *
 + * This program is free software; you can redistribute it and/or
 + * modify it under the terms of the GNU General Public License
 + * as published by the Free Software Foundation; either version 2
 + * of the License, or (at your option) any later version.
 + *
 + * Contributor(s): Miika Hämäläinen
 + *
 + * ***** END GPL LICENSE BLOCK *****
 + */
 +
 +
 +#include "MEM_guardedalloc.h"
 +
 +#include <math.h>
 +#include <stdio.h>
 +
 +#include "BLI_blenlib.h"
 +#include "BLI_math.h"
 +#include "BLI_kdtree.h"
 +#include "BLI_threads.h"
 +#include "BLI_utildefines.h"
 +
 +#include "DNA_anim_types.h"
 +#include "DNA_dynamicpaint_types.h"
 +#include "DNA_group_types.h" /*GroupObject*/
 +#include "DNA_material_types.h"
 +#include "DNA_mesh_types.h"
 +#include "DNA_meshdata_types.h"
 +#include "DNA_modifier_types.h"
 +#include "DNA_object_types.h"
 +#include "DNA_scene_types.h"
 +#include "DNA_space_types.h"
 +#include "DNA_texture_types.h"
 +
 +#include "BKE_animsys.h"
 +#include "BKE_bvhutils.h"     /* bvh tree     */
 +#include "BKE_blender.h"
 +#include "BKE_cdderivedmesh.h"
 +#include "BKE_context.h"
 +#include "BKE_customdata.h"
 +#include "BKE_colortools.h"
 +#include "BKE_deform.h"
 +#include "BKE_depsgraph.h"
 +#include "BKE_DerivedMesh.h"
 +#include "BKE_dynamicpaint.h"
 +#include "BKE_effect.h"
 +#include "BKE_global.h"
 +#include "BKE_image.h"
 +#include "BKE_main.h"
 +#include "BKE_material.h"
 +#include "BKE_modifier.h"
 +#include "BKE_object.h"
 +#include "BKE_particle.h"
 +#include "BKE_pointcache.h"
 +#include "BKE_scene.h"
 +#include "BKE_texture.h"
 +
 +#include "RNA_access.h"
 +#include "RNA_define.h"
 +#include "RNA_enum_types.h"
 +
 +/* for image output   */
 +#include "IMB_imbuf_types.h"
 +#include "IMB_imbuf.h"
 +
 +/* to read material/texture color     */
 +#include "RE_render_ext.h"
 +#include "RE_shader_ext.h"
 +
 +#ifdef _OPENMP
 +#include <omp.h>
 +#endif
 +
 +/* precalculated gaussian factors for 5x super sampling       */
 +static float gaussianFactors[5] = {   0.996849f,
 +                                                              0.596145f,
 +                                                              0.596145f,
 +                                                              0.596145f,
 +                                                              0.524141f};
 +static float gaussianTotal = 3.309425f;
 +
 +/* UV Image neighbouring pixel table x and y list */
 +static int neighX[8] = {1,1,0,-1,-1,-1, 0, 1};
 +static int neighY[8] = {0,1,1, 1, 0,-1,-1,-1};
 +
 +/* subframe_updateObject() flags */
 +#define UPDATE_PARENTS (1<<0)
 +#define UPDATE_MESH (1<<1)
 +#define UPDATE_EVERYTHING (UPDATE_PARENTS|UPDATE_MESH)
 +/* surface_getBrushFlags() return vals */
 +#define BRUSH_USES_VELOCITY (1<<0)
 +/* brush mesh raycast status */
 +#define HIT_VOLUME 1
 +#define HIT_PROXIMITY 2
 +/* paint effect default movement per frame in global units */
 +#define EFF_MOVEMENT_PER_FRAME 0.05f
 +/* initial wave time factor */
 +#define WAVE_TIME_FAC 0.1
 +/* drying limits */
 +#define MIN_WETNESS 0.001f
 +/* dissolve macro */
 +#define VALUE_DISSOLVE(VALUE, TIME, SCALE, LOG) (VALUE) = (LOG) ? (VALUE) * (pow(MIN_WETNESS,1.0f/(1.2f*((float)(TIME))/(SCALE)))) : (VALUE) - 1.0f/(TIME)*(SCALE)
 +
 +/***************************** Internal Structs ***************************/
 +
 +typedef struct Bounds2D {
 +      float min[2], max[2];
 +} Bounds2D;
 +
 +typedef struct Bounds3D {
 +      int valid;
 +      float min[3], max[3];
 +} Bounds3D;
 +
 +typedef struct VolumeGrid {
 +      int dim[3];
 +      Bounds3D grid_bounds; /* whole grid bounds */
 +
 +      Bounds3D *bounds;       /* (x*y*z) precalculated grid cell bounds */
 +      unsigned int *s_pos; /* (x*y*z) t_index begin id */
 +      unsigned int *s_num; /* (x*y*z) number of t_index points */
 +      unsigned int *t_index; /* actual surface point index,
 +                                                 access: (s_pos+s_num) */
 +} VolumeGrid;
 +
 +typedef struct Vec3f {
 +      float v[3];
 +} Vec3f;
 +
 +typedef struct BakeNeighPoint {
 +      float dir[3];   /* vector pointing towards this neighbour */
 +      float dist;             /* distance to */
 +} BakeNeighPoint;
 +
 +/* Surface data used while processing a frame */
 +typedef struct PaintBakeNormal {
 +      float invNorm[3];  /* current pixel world-space inverted normal */
 +      float normal_scale; /* normal directional scale for displace mapping */
 +} PaintBakeNormal;
 +
 +/* Temp surface data used to process a frame */
 +typedef struct PaintBakeData {
 +      /* point space data */
 +      PaintBakeNormal *bNormal;
 +      unsigned int *s_pos;    /* index to start reading point sample realCoord */
 +      unsigned int *s_num;    /* num of realCoord samples */
 +      Vec3f *realCoord;  /* current pixel center world-space coordinates for each sample
 +                                         *  ordered as (s_pos+s_num)*/
 +
 +      /* adjacency info */
 +      BakeNeighPoint *bNeighs; /* current global neighbour distances and directions, if required */
 +      double average_dist;
 +      /* space partitioning */
 +      VolumeGrid *grid;               /* space partitioning grid to optimize brush checks */
 +
 +      /* velocity and movement */
 +      Vec3f *velocity;                /* speed vector in global space movement per frame, if required */
 +      Vec3f *prev_velocity;
 +      float *brush_velocity;  /* special temp data for post-p velocity based brushes like smudge
 +                                                      *  3 float dir vec + 1 float str */
 +      MVert *prev_verts;              /* copy of previous frame vertices. used to observe surface movement */
 +      float prev_obmat[4][4]; /* previous frame object matrix */
 +      int clear;                              /* flag to check if surface was cleared/reset -> have to redo velocity etc. */
 +
 +} PaintBakeData;
 +
 +/* UV Image sequence format point     */
 +typedef struct PaintUVPoint {
 +      /* Pixel / mesh data */
 +      unsigned int face_index, pixel_index;   /* face index on domain derived mesh */
 +      unsigned int v1, v2, v3;                                /* vertex indexes */
 +
 +      unsigned int neighbour_pixel;   /* If this pixel isn't uv mapped to any face,
 +                                                                         but it's neighbouring pixel is */
 +      short quad;
 +} PaintUVPoint;
 +
 +typedef struct ImgSeqFormatData {
 +      PaintUVPoint *uv_p;
 +      Vec3f *barycentricWeights;              /* b-weights for all pixel samples */
 +} ImgSeqFormatData;
 +
 +typedef struct EffVelPoint {
 +      float previous_pos[3];
 +      float previous_vel[3];
 +} EffVelPoint;
 +
 +
 +/* adjacency data flags */
 +#define ADJ_ON_MESH_EDGE (1<<0)
 +
 +typedef struct PaintAdjData {
 +      unsigned int *n_target;         /* array of neighbouring point indexes,
 +                                                             for single sample use (n_index+neigh_num) */
 +      unsigned int *n_index;          /* index to start reading n_target for each point */
 +      unsigned int *n_num;            /* num of neighs for each point */
 +      unsigned int *flags;            /* vertex adjacency flags */
 +      unsigned int total_targets; /* size of n_target */
 +} PaintAdjData;
 +
 +/***************************** General Utils ******************************/
 +
 +/* Set canvas error string to display at the bake report */
 +static int setError(DynamicPaintCanvasSettings *canvas, char *string)
 +{
 +      /* Add error to canvas ui info label */
 +      BLI_snprintf(canvas->error, sizeof(canvas->error), string);
 +      return 0;
 +}
 +
 +/* Get number of surface points for cached types */
 +static int dynamicPaint_surfaceNumOfPoints(DynamicPaintSurface *surface)
 +{
 +      if (surface->format == MOD_DPAINT_SURFACE_F_PTEX) {
 +              return 0; /* not supported atm */
 +      }
 +      else if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
 +              if (!surface->canvas->dm) return 0; /* invalid derived mesh */
 +              return surface->canvas->dm->getNumVerts(surface->canvas->dm);
 +      }
 +      else
 +              return 0;
 +}
 +
 +/* checks whether surface's format/type has realtime preview */
 +int dynamicPaint_surfaceHasColorPreview(DynamicPaintSurface *surface)
 +{
 +      if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) return 0;
 +      else if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
 +              if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE ||
 +                      surface->type == MOD_DPAINT_SURFACE_T_WAVE) return 0;
 +              else return 1;
 +      }
 +      else return 1;
 +}
 +
 +/* get currently active surface (in user interface) */
 +struct DynamicPaintSurface *get_activeSurface(DynamicPaintCanvasSettings *canvas)
 +{
 +      DynamicPaintSurface *surface = canvas->surfaces.first;
 +      int i;
 +
 +      for(i=0; surface; surface=surface->next) {
 +              if(i == canvas->active_sur)
 +                      return surface;
 +              i++;
 +      }
 +      return NULL;
 +}
 +
 +/* set preview to first previewable surface */
 +void dynamicPaint_resetPreview(DynamicPaintCanvasSettings *canvas)
 +{
 +      DynamicPaintSurface *surface = canvas->surfaces.first;
 +      int done=0;
 +
 +      for(; surface; surface=surface->next) {
 +              if (!done && dynamicPaint_surfaceHasColorPreview(surface)) {
 +                      surface->flags |= MOD_DPAINT_PREVIEW;
 +                      done=1;
 +              }
 +              else
 +                      surface->flags &= ~MOD_DPAINT_PREVIEW;
 +      }
 +}
 +
 +/* set preview to defined surface */
 +static void dynamicPaint_setPreview(DynamicPaintSurface *t_surface)
 +{
 +      DynamicPaintSurface *surface = t_surface->canvas->surfaces.first;
 +      for(; surface; surface=surface->next) {
 +              if (surface == t_surface)
 +                      surface->flags |= MOD_DPAINT_PREVIEW;
 +              else
 +                      surface->flags &= ~MOD_DPAINT_PREVIEW;
 +      }
 +}
 +
 +int dynamicPaint_outputLayerExists(struct DynamicPaintSurface *surface, Object *ob, int index)
 +{
 +      char *name;
 +
 +      if (index == 0)
 +              name = surface->output_name;
 +      else if (index == 1)
 +              name = surface->output_name2;
 +      else
 +              return 0;
 +
 +      if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
 +              if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
 +                      Mesh *me = ob->data;
 +                      return (CustomData_get_named_layer_index(&me->fdata, CD_MCOL, name) != -1);
 +              }
 +              else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT)
 +                      return (defgroup_name_index(ob, surface->output_name) != -1);
 +      }
 +
 +      return 0;
 +}
 +
 +static int surface_duplicateOutputExists(void *arg, const char *name)
 +{
 +      DynamicPaintSurface *t_surface = (DynamicPaintSurface*)arg;
 +      DynamicPaintSurface *surface = t_surface->canvas->surfaces.first;
 +
 +      for(; surface; surface=surface->next) {
 +              if (surface!=t_surface && surface->type==t_surface->type &&
 +                      surface->format==t_surface->format) {
 +                      if (surface->output_name[0]!='\0' && !strcmp(name, surface->output_name)) return 1;
 +                      if (surface->output_name2[0]!='\0' && !strcmp(name, surface->output_name2)) return 1;
 +              }
 +      }
 +      return 0;
 +}
 +
 +void surface_setUniqueOutputName(DynamicPaintSurface *surface, char *basename, int output)
 +{
 +      char name[64];
 +      BLI_strncpy(name, basename, sizeof(name)); /* in case basename is surface->name use a copy */
 +      if (!output)
 +              BLI_uniquename_cb(surface_duplicateOutputExists, surface, name, '.', surface->output_name, sizeof(surface->output_name));
 +      if (output)
 +              BLI_uniquename_cb(surface_duplicateOutputExists, surface, name, '.', surface->output_name2, sizeof(surface->output_name2));
 +}
 +
 +
 +static int surface_duplicateNameExists(void *arg, const char *name)
 +{
 +      DynamicPaintSurface *t_surface = (DynamicPaintSurface*)arg;
 +      DynamicPaintSurface *surface = t_surface->canvas->surfaces.first;
 +
 +      for(; surface; surface=surface->next) {
 +              if (surface!=t_surface && !strcmp(name, surface->name)) return 1;
 +      }
 +      return 0;
 +}
 +
 +void dynamicPaintSurface_setUniqueName(DynamicPaintSurface *surface, char *basename)
 +{
 +      char name[64];
 +      BLI_strncpy(name, basename, sizeof(name)); /* in case basename is surface->name use a copy */
 +      BLI_uniquename_cb(surface_duplicateNameExists, surface, name, '.', surface->name, sizeof(surface->name));
 +}
 +
 +
 +/* change surface data to defaults on new type */
 +void dynamicPaintSurface_updateType(struct DynamicPaintSurface *surface)
 +{
 +      if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
 +              surface->output_name[0]='\0';
 +              surface->output_name2[0]='\0';
 +              surface->flags |= MOD_DPAINT_ANTIALIAS;
 +              surface->depth_clamp = 1.0f;
 +      }
 +      else {
 +              sprintf(surface->output_name, "dp_");
 +              strcpy(surface->output_name2,surface->output_name);
 +              surface->flags &= ~MOD_DPAINT_ANTIALIAS;
 +              surface->depth_clamp = 0.0f;
 +      }
 +
 +      if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
 +              strcat(surface->output_name,"paintmap");
 +              strcat(surface->output_name2,"wetmap");
 +              surface_setUniqueOutputName(surface, surface->output_name2, 1);
 +      }
 +      else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {
 +              strcat(surface->output_name,"displace");
 +      }
 +      else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) {
 +              strcat(surface->output_name,"weight");
 +      }
 +      else if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) {
 +              strcat(surface->output_name,"wave");
 +      }
 +
 +      surface_setUniqueOutputName(surface, surface->output_name, 0);
 +
 +      /* update preview */
 +      if (dynamicPaint_surfaceHasColorPreview(surface))
 +              dynamicPaint_setPreview(surface);
 +      else
 +              dynamicPaint_resetPreview(surface->canvas);
 +}
 +
 +static int surface_totalSamples(DynamicPaintSurface *surface)
 +{
 +      if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ &&
 +              surface->flags & MOD_DPAINT_ANTIALIAS)
 +              return (surface->data->total_points*5);
 +      if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX &&
 +              surface->flags & MOD_DPAINT_ANTIALIAS && surface->data->adj_data)
 +              return (surface->data->total_points+surface->data->adj_data->total_targets);
 +
 +      return surface->data->total_points;
 +}
 +
 +static void blendColors(float t_color[3], float t_alpha, float s_color[3], float s_alpha, float result[4])
 +{
 +      int i;
 +      float i_alpha = 1.0f - s_alpha;
 +      float f_alpha = t_alpha*i_alpha + s_alpha;
 +
 +      /* blend colors */
 +      if (f_alpha) {
 +              for (i=0; i<3; i++) {
 +                      result[i] = (t_color[i]*t_alpha*i_alpha + s_color[i]*s_alpha)/f_alpha;
 +              }
 +      }
 +      else {
 +              copy_v3_v3(result, t_color);
 +      }
 +      /* return final alpha */
 +      result[3] = f_alpha;
 +}
 +
 +/* assumes source alpha > 0.0f or results NaN colors */
 +static void mixColors(float *t_color, float t_alpha, float *s_color, float s_alpha)
 +{
 +      float factor = (s_alpha<t_alpha) ? 1.0f : t_alpha/s_alpha;
 +
 +      /* set initial color depending on existing alpha */
 +      interp_v3_v3v3(t_color, s_color, t_color, factor);
 +      /* mix final color */
 +      interp_v3_v3v3(t_color, t_color, s_color, s_alpha);
 +}
 +
 +/* set "ignore cache" flag for all caches on this object */
 +static void object_cacheIgnoreClear(Object *ob, int state)
 +{
 +      ListBase pidlist;
 +      PTCacheID *pid;
 +      BKE_ptcache_ids_from_object(&pidlist, ob, NULL, 0);
 +
 +      for(pid=pidlist.first; pid; pid=pid->next) {
 +              if(pid->cache) {
 +                      if (state)
 +                              pid->cache->flag |= PTCACHE_IGNORE_CLEAR;
 +                      else
 +                              pid->cache->flag &= ~PTCACHE_IGNORE_CLEAR;
 +              }
 +      }
 +
 +      BLI_freelistN(&pidlist);
 +}
 +
 +static void subframe_updateObject(Scene *scene, Object *ob, int flags, float frame)
 +{
 +      DynamicPaintModifierData *pmd = (DynamicPaintModifierData *)modifiers_findByType(ob, eModifierType_DynamicPaint);
 +
 +      /* if other is dynamic paint canvas, dont update */
 +      if (pmd && pmd->canvas)
 +              return;
 +
 +      /* if object has parent, update it too */
 +      if ((flags & UPDATE_PARENTS) && ob->parent) subframe_updateObject(scene, ob->parent, 0, frame);
 +      if ((flags & UPDATE_PARENTS) && ob->track) subframe_updateObject(scene, ob->track, 0, frame);
 +
 +      /* for curve following objects, parented curve has to be updated too */
 +      if(ob->type==OB_CURVE) {
 +              Curve *cu= ob->data;
 +              BKE_animsys_evaluate_animdata(scene, &cu->id, cu->adt, frame, ADT_RECALC_ANIM);
 +      }
 +
 +      ob->recalc |= OB_RECALC_ALL;
 +      BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, frame, ADT_RECALC_ANIM);
 +      if (flags & UPDATE_MESH) {
 +              /* ignore cache clear during subframe updates
 +              *  to not mess up cache validity */
 +              object_cacheIgnoreClear(ob, 1);
 +              object_handle_update(scene, ob);
 +              object_cacheIgnoreClear(ob, 0);
 +      }
 +      else
 +              where_is_object_time(scene, ob, frame);
 +}
 +
 +static void scene_setSubframe(Scene *scene, float subframe)
 +{
 +      /* dynamic paint subframes must be done on previous frame */
 +      scene->r.cfra -= 1;
 +      scene->r.subframe = subframe;
 +}
 +
 +#define BRUSH_USES_VELOCITY (1<<0)
 +
 +static int surface_getBrushFlags(DynamicPaintSurface *surface, Scene *scene, Object *ob)
 +{
 +      Base *base = NULL;
 +      GroupObject *go = NULL; 
 +      Object *brushObj = NULL;
 +      ModifierData *md = NULL;
 +
 +      int flags = 0;
 +
 +      if(surface->brush_group)
 +              go = surface->brush_group->gobject.first;
 +      else
 +              base = scene->base.first;
 +
 +      while (base || go)
 +      {
 +              brushObj = NULL;
 +
 +              /* select object */
 +              if(surface->brush_group) {                                              
 +                      if(go->ob)      brushObj = go->ob;                                      
 +              }                                       
 +              else                                            
 +                      brushObj = base->object;
 +
 +              if(!brushObj)                                   
 +              {
 +                      if(surface->brush_group) go = go->next;
 +                      else base= base->next;                                  
 +                      continue;                       
 +              }
 +
 +              if(surface->brush_group)
 +                      go = go->next;
 +              else
 +                      base= base->next;
 +
 +              md = modifiers_findByType(brushObj, eModifierType_DynamicPaint);
 +              if(md && md->mode & (eModifierMode_Realtime | eModifierMode_Render))                                    
 +              {
 +                      DynamicPaintModifierData *pmd2 = (DynamicPaintModifierData *)md;
 +
 +                      if (pmd2->brush)
 +                      {
 +                              DynamicPaintBrushSettings *brush = pmd2->brush;
 +
 +                              if (brush->flags & MOD_DPAINT_USES_VELOCITY)
 +                                      flags |= BRUSH_USES_VELOCITY;
 +                      }
 +              }
 +      }
 +
 +      return flags;
 +}
 +
++static int brush_usesMaterial(DynamicPaintBrushSettings *brush, Scene *scene)
++{
++      return ((brush->flags & MOD_DPAINT_USE_MATERIAL) && (!strcmp(scene->r.engine, "BLENDER_RENDER")));
++}
++
 +/* check whether two bounds intersect */
 +static int boundsIntersect(Bounds3D *b1, Bounds3D *b2)
 +{
 +      int i=2;
 +      if (!b1->valid || !b2->valid) return 0;
 +      for (; i>=0; i-=1)
 +              if (!(b1->min[i] <= b2->max[i] && b1->max[i] >= b2->min[i])) return 0;
 +      return 1;
 +}
 +
 +/* check whether two bounds intersect inside defined proximity */
 +static int boundsIntersectDist(Bounds3D *b1, Bounds3D *b2, float dist)
 +{
 +      int i=2;
 +      if (!b1->valid || !b2->valid) return 0;
 +      for (; i>=0; i-=1)
 +              if (!(b1->min[i] <= (b2->max[i]+dist) && b1->max[i] >= (b2->min[i]-dist))) return 0;
 +      return 1;
 +}
 +
 +/* check whether bounds intersects a point with given radius */
 +static int boundIntersectPoint(Bounds3D *b, float point[3], float radius)
 +{
 +      int i=2;
 +      if (!b->valid) return 0;
 +      for (; i>=0; i-=1)
 +              if (!(b->min[i] <= (point[i]+radius) && b->max[i] >= (point[i]-radius))) return 0;
 +      return 1;
 +}
 +
 +/* expand bounds by a new point */
 +static void boundInsert(Bounds3D *b, float point[3])
 +{
 +      int i=2;
 +      if (!b->valid) {
 +              copy_v3_v3(b->min, point);
 +              copy_v3_v3(b->max, point);
 +              b->valid = 1;
 +      }
 +      else {
 +              for (; i>=0; i-=1) {
 +                      if (point[i] < b->min[i]) b->min[i]=point[i];
 +                      if (point[i] > b->max[i]) b->max[i]=point[i];
 +              }
 +      }
 +}
 +
 +static void freeGrid(PaintSurfaceData *data)
 +{
 +      PaintBakeData *bData = data->bData;
 +      VolumeGrid *grid = bData->grid;
 +
 +      if (grid->bounds) MEM_freeN(grid->bounds);
 +      if (grid->s_pos) MEM_freeN(grid->s_pos);
 +      if (grid->s_num) MEM_freeN(grid->s_num);
 +      if (grid->t_index) MEM_freeN(grid->t_index);
 +
 +      MEM_freeN(bData->grid);
 +      bData->grid = NULL;
 +}
 +
 +static void surfaceGenerateGrid(struct DynamicPaintSurface *surface)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      PaintBakeData *bData = sData->bData;
 +      Bounds3D *grid_bounds;
 +      VolumeGrid *grid;
 +      int grid_cells, axis = 3;
 +      int *temp_t_index = NULL;
 +      int *temp_s_num = NULL;
 +
 +#ifdef _OPENMP
 +      int num_of_threads = omp_get_max_threads();
 +#else
 +      int num_of_threads = 1;
 +#endif
 +
 +      if (bData->grid)
 +              freeGrid(sData);
 +
 +      /* allocate separate bounds for each thread */
 +      grid_bounds = MEM_callocN(sizeof(Bounds3D)*num_of_threads, "Grid Bounds");
 +      bData->grid = MEM_callocN(sizeof(VolumeGrid), "Surface Grid");
 +      grid = bData->grid;
 +
 +      if (grid && grid_bounds) {
 +              int i, error = 0;
 +              float dim_factor, volume, dim[3];
 +              float td[3];
 +              float min_dim;
 +
 +              /* calculate canvas dimensions */
 +              #pragma omp parallel for schedule(static)
 +              for (i=0; i<sData->total_points; i++) {
 +                      #ifdef _OPENMP
 +                      int id = omp_get_thread_num();
 +                      boundInsert(&grid_bounds[id], (bData->realCoord[bData->s_pos[i]].v));
 +                      #else
 +                      boundInsert(&grid_bounds[0], (bData->realCoord[bData->s_pos[i]].v));
 +                      #endif
 +              }
 +
 +              /* get final dimensions */
 +              for (i=0; i<num_of_threads; i++) {
 +                      boundInsert(&grid->grid_bounds, grid_bounds[i].min);
 +                      boundInsert(&grid->grid_bounds, grid_bounds[i].max);
 +              }
 +
 +              /* get dimensions */
 +              sub_v3_v3v3(dim, grid->grid_bounds.max, grid->grid_bounds.min);
 +              copy_v3_v3(td, dim);
 +              min_dim = MAX3(td[0],td[1],td[2]) / 1000.f;
 +
 +              /* deactivate zero axises */
 +              for (i=0; i<3; i++) {
 +                      if (td[i]<min_dim) {td[i]=1.0f; axis-=1;}
 +              }
 +
 +              if (axis == 0 || MAX3(td[0],td[1],td[2]) < 0.0001f) {
 +                      MEM_freeN(grid_bounds);
 +                      MEM_freeN(bData->grid);
 +                      bData->grid = NULL;
 +                      return;
 +              }
 +
 +              /* now calculate grid volume/area/width depending on num of active axis */
 +              volume = td[0]*td[1]*td[2];
 +
 +              /* determine final grid size by trying to fit average 10.000 points per grid cell */
 +              dim_factor = pow(volume / ((double)sData->total_points / 10000.f), 1.0f/axis);
 +
 +              /* define final grid size using dim_factor, use min 3 for active axises */
 +              for (i=0; i<3; i++) {
 +                      grid->dim[i] = (int)floor(td[i] / dim_factor);
 +                      CLAMP(grid->dim[i], (dim[i]>=min_dim) ? 3 : 1, 100);
 +              }
 +              grid_cells = grid->dim[0]*grid->dim[1]*grid->dim[2];
 +
 +              /* allocate memory for grids */
 +              grid->bounds = MEM_callocN(sizeof(Bounds3D) * grid_cells, "Surface Grid Bounds");
 +              grid->s_pos = MEM_callocN(sizeof(int) * grid_cells, "Surface Grid Position");
 +              grid->s_num = MEM_callocN(sizeof(int) * grid_cells*num_of_threads, "Surface Grid Points");
 +              temp_s_num = MEM_callocN(sizeof(int) * grid_cells, "Temp Surface Grid Points");
 +              grid->t_index = MEM_callocN(sizeof(int) * sData->total_points, "Surface Grid Target Ids");
 +              temp_t_index = MEM_callocN(sizeof(int) * sData->total_points, "Temp Surface Grid Target Ids");
 +
 +              /* in case of an allocation failture abort here */
 +              if (!grid->bounds || !grid->s_pos || !grid->s_num || !grid->t_index || !temp_s_num || !temp_t_index)
 +                      error = 1;
 +
 +              if (!error) {
 +                      /* calculate number of points withing each cell */
 +                      #pragma omp parallel for schedule(static)
 +                      for (i=0; i<sData->total_points; i++) {
 +                              int co[3], j;
 +                              for (j=0; j<3; j++) {
 +                                      co[j] = floor((bData->realCoord[bData->s_pos[i]].v[j] - grid->grid_bounds.min[j])/dim[j]*grid->dim[j]);
 +                                      CLAMP(co[j], 0, grid->dim[j]-1);
 +                              }
 +
 +                              temp_t_index[i] = co[0] + co[1] * grid->dim[0] + co[2] * grid->dim[0]*grid->dim[1];
 +                              #ifdef _OPENMP
 +                              grid->s_num[temp_t_index[i]+omp_get_thread_num()*grid_cells]++;
 +                              #else
 +                              grid->s_num[temp_t_index[i]]++;
 +                              #endif
 +                      }
 +
 +                      /* for first cell only calc s_num */
 +                      for (i=1; i<num_of_threads; i++) {
 +                              grid->s_num[0] += grid->s_num[i*grid_cells];
 +                      }
 +
 +                      /* calculate grid indexes */
 +                      for (i=1; i<grid_cells; i++) {
 +                              int id;
 +                              for (id=1; id<num_of_threads; id++) {
 +                                      grid->s_num[i] += grid->s_num[i+id*grid_cells];
 +                              }
 +                              grid->s_pos[i] = grid->s_pos[i-1] + grid->s_num[i-1];
 +                      }
 +
 +                      /* save point indexes to final array */
 +                      for (i=0; i<sData->total_points; i++) {
 +                              int pos = grid->s_pos[temp_t_index[i]] + temp_s_num[temp_t_index[i]];
 +                              grid->t_index[pos] = i;
 +
 +                              temp_s_num[temp_t_index[i]]++;
 +                      }
 +
 +                      /* calculate cell bounds */
 +                      {
 +                              int x;
 +                              #pragma omp parallel for schedule(static)
 +                              for (x=0; x<grid->dim[0]; x++) {
 +                                      int y;
 +                                      for (y=0; y<grid->dim[1]; y++) {
 +                                              int z;
 +                                              for (z=0; z<grid->dim[2]; z++) {
 +                                                      int j, b_index = x + y * grid->dim[0] + z * grid->dim[0]*grid->dim[1];
 +                                                      /* set bounds */
 +                                                      for (j=0; j<3; j++) {
 +                                                              int s = (j==0) ? x : ((j==1) ? y : z);
 +                                                              grid->bounds[b_index].min[j] = grid->grid_bounds.min[j] + dim[j]/grid->dim[j]*s;
 +                                                              grid->bounds[b_index].max[j] = grid->grid_bounds.min[j] + dim[j]/grid->dim[j]*(s+1);
 +                                                      }
 +                                                      grid->bounds[b_index].valid = 1;
 +                                              }
 +                                      }
 +                              }
 +                      }
 +              }
 +
 +              if (temp_s_num) MEM_freeN(temp_s_num);
 +              if (temp_t_index) MEM_freeN(temp_t_index);
 +
 +              /* free per thread s_num values */
 +              grid->s_num = MEM_reallocN(grid->s_num, sizeof(int) * grid_cells);
 +
 +              if (error || !grid->s_num) {
 +                      setError(surface->canvas, "Not enough free memory.");
 +                      freeGrid(sData);
 +              }
 +      }
 +
 +      if (grid_bounds) MEM_freeN(grid_bounds);
 +}
 +
 +/***************************** Freeing data ******************************/
 +
 +/* Free brush data */
 +void dynamicPaint_freeBrush(struct DynamicPaintModifierData *pmd)
 +{
 +      if(pmd->brush) {
 +              if(pmd->brush->dm)
 +                      pmd->brush->dm->release(pmd->brush->dm);
 +              pmd->brush->dm = NULL;
 +
 +              if(pmd->brush->paint_ramp)
 +                       MEM_freeN(pmd->brush->paint_ramp);
 +              pmd->brush->paint_ramp = NULL;
 +              if(pmd->brush->vel_ramp)
 +                       MEM_freeN(pmd->brush->vel_ramp);
 +              pmd->brush->vel_ramp = NULL;
 +
 +              MEM_freeN(pmd->brush);
 +              pmd->brush = NULL;
 +      }
 +}
 +
 +static void dynamicPaint_freeAdjData(PaintSurfaceData *data)
 +{
 +      if (data->adj_data) {
 +              if (data->adj_data->n_index) MEM_freeN(data->adj_data->n_index);
 +              if (data->adj_data->n_num) MEM_freeN(data->adj_data->n_num);
 +              if (data->adj_data->n_target) MEM_freeN(data->adj_data->n_target);
 +              if (data->adj_data->flags) MEM_freeN(data->adj_data->flags);
 +              MEM_freeN(data->adj_data);
 +              data->adj_data = NULL;
 +      }
 +}
 +
 +static void free_bakeData(PaintSurfaceData *data)
 +{
 +      PaintBakeData *bData = data->bData;
 +      if (bData) {
 +              if (bData->bNormal) MEM_freeN(bData->bNormal);
 +              if (bData->s_pos) MEM_freeN(bData->s_pos);
 +              if (bData->s_num) MEM_freeN(bData->s_num);
 +              if (bData->realCoord) MEM_freeN(bData->realCoord);
 +              if (bData->bNeighs) MEM_freeN(bData->bNeighs);
 +              if (bData->grid) freeGrid(data);
 +              if (bData->prev_verts) MEM_freeN(bData->prev_verts);
 +              if (bData->velocity) MEM_freeN(bData->velocity);
 +              if (bData->prev_velocity) MEM_freeN(bData->prev_velocity);
 +
 +              MEM_freeN(data->bData);
 +              data->bData = NULL;
 +      }
 +}
 +
 +/* free surface data if it's not used anymore */
 +void surface_freeUnusedData(DynamicPaintSurface *surface)
 +{
 +      if (!surface->data) return;
 +
 +      /* free bakedata if not active or surface is baked */
 +      if (!(surface->flags & MOD_DPAINT_ACTIVE) ||
 +              (surface->pointcache && surface->pointcache->flag & PTCACHE_BAKED))
 +              free_bakeData(surface->data);
 +}
 +
 +void dynamicPaint_freeSurfaceData(DynamicPaintSurface *surface)
 +{
 +      PaintSurfaceData *data = surface->data;
 +      if (!data) return;
 +      if (data->format_data) {
 +              /* format specific free */
 +              if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
 +                      ImgSeqFormatData *format_data = (ImgSeqFormatData*)data->format_data;
 +                      if (format_data->uv_p)
 +                              MEM_freeN(format_data->uv_p);
 +                      if (format_data->barycentricWeights)
 +                              MEM_freeN(format_data->barycentricWeights);
 +              }
 +              MEM_freeN(data->format_data);
 +      }
 +      /* type data */
 +      if (data->type_data) MEM_freeN(data->type_data);
 +      dynamicPaint_freeAdjData(data);
 +      /* bake data */
 +      free_bakeData(data);
 +
 +      MEM_freeN(surface->data);
 +      surface->data = NULL;
 +}
 +
 +void dynamicPaint_freeSurface(DynamicPaintSurface *surface)
 +{
 +      /* point cache */
 +      BKE_ptcache_free_list(&(surface->ptcaches));
 +      surface->pointcache = NULL;
 +
 +      if(surface->effector_weights)
 +              MEM_freeN(surface->effector_weights);
 +      surface->effector_weights = NULL;
 +
 +      BLI_remlink(&(surface->canvas->surfaces), surface);
 +      dynamicPaint_freeSurfaceData(surface);
 +      MEM_freeN(surface);
 +}
 +
 +/* Free canvas data */
 +void dynamicPaint_freeCanvas(DynamicPaintModifierData *pmd)
 +{
 +      if(pmd->canvas) {
 +              /* Free surface data */
 +              DynamicPaintSurface *surface = pmd->canvas->surfaces.first;
 +              DynamicPaintSurface *next_surface = NULL;
 +
 +              while (surface) {
 +                      next_surface = surface->next;
 +                      dynamicPaint_freeSurface(surface);
 +                      surface = next_surface;
 +              }
 +
 +              /* free dm copy */
 +              if (pmd->canvas->dm)
 +                      pmd->canvas->dm->release(pmd->canvas->dm);
 +              pmd->canvas->dm = NULL;
 +
 +              MEM_freeN(pmd->canvas);
 +              pmd->canvas = NULL;
 +      }
 +}
 +
 +/* Free whole dp modifier */
 +void dynamicPaint_Modifier_free(struct DynamicPaintModifierData *pmd)
 +{
 +      if(pmd) {
 +              dynamicPaint_freeCanvas(pmd);
 +              dynamicPaint_freeBrush(pmd);
 +      }
 +}
 +
 +
 +/***************************** Initialize and reset ******************************/
 +
 +/*
 +*     Creates a new surface and adds it to the list
 +*     If scene is null, frame range of 1-250 is used
 +*     A pointer to this surface is returned
 +*/
 +struct DynamicPaintSurface *dynamicPaint_createNewSurface(DynamicPaintCanvasSettings *canvas, Scene *scene)
 +{
 +      DynamicPaintSurface *surface= MEM_callocN(sizeof(DynamicPaintSurface), "DynamicPaintSurface");
 +      if (!surface) return NULL;
 +
 +      surface->canvas = canvas;
 +      surface->format = MOD_DPAINT_SURFACE_F_VERTEX;
 +      surface->type = MOD_DPAINT_SURFACE_T_PAINT;
 +
 +      /* cache */
 +      surface->pointcache = BKE_ptcache_add(&(surface->ptcaches));
 +      surface->pointcache->flag |= PTCACHE_DISK_CACHE;
 +      surface->pointcache->step = 1;
 +
 +      /* Set initial values */
 +      surface->flags = MOD_DPAINT_ANTIALIAS | MOD_DPAINT_MULALPHA | MOD_DPAINT_DRY_LOG | MOD_DPAINT_DISSOLVE_LOG |
 +                                       MOD_DPAINT_ACTIVE | MOD_DPAINT_PREVIEW | MOD_DPAINT_OUT1;
 +      surface->effect = 0;
 +      surface->effect_ui = 1;
 +
 +      surface->diss_speed = 250;
 +      surface->dry_speed = 500;
 +      surface->depth_clamp = 0.0f;
 +      surface->disp_factor = 1.0f;
 +      surface->disp_type = MOD_DPAINT_DISP_DISPLACE;
 +      surface->image_fileformat = MOD_DPAINT_IMGFORMAT_PNG;
 +
 +      surface->init_color[0] = 1.0f;
 +      surface->init_color[1] = 1.0f;
 +      surface->init_color[2] = 1.0f;
 +      surface->init_color[3] = 1.0f;
 +
 +      surface->image_resolution = 256;
 +      surface->substeps = 0;
 +
 +      if (scene) {
 +              surface->start_frame = scene->r.sfra;
 +              surface->end_frame = scene->r.efra;
 +      }
 +      else {
 +              surface->start_frame = 1;
 +              surface->end_frame = 250;
 +      }
 +
 +      surface->spread_speed = 1.0f;
 +      surface->color_spread_speed = 1.0f;
 +      surface->shrink_speed = 1.0f;
 +
 +      surface->wave_damping = 0.05f;
 +      surface->wave_speed = 1.0f;
 +      surface->wave_timescale = 1.0f;
 +      surface->wave_spring = 0.20;
 +
 +      BLI_snprintf(surface->image_output_path, sizeof(surface->image_output_path), "%sdynamicpaint", U.textudir);
 +      BLI_cleanup_dir(NULL, surface->image_output_path);
 +      dynamicPaintSurface_setUniqueName(surface, "Surface");
 +
 +      surface->effector_weights = BKE_add_effector_weights(NULL);
 +
 +      dynamicPaintSurface_updateType(surface);
 +
 +      BLI_addtail(&canvas->surfaces, surface);
 +
 +      return surface;
 +}
 +
 +/*
 +*     Initialize modifier data
 +*/
 +int dynamicPaint_createType(struct DynamicPaintModifierData *pmd, int type, struct Scene *scene)
 +{
 +      if(pmd) {
 +              if(type == MOD_DYNAMICPAINT_TYPE_CANVAS) {
 +                      DynamicPaintCanvasSettings *canvas;
 +                      if(pmd->canvas)
 +                              dynamicPaint_freeCanvas(pmd);
 +
 +                      canvas = pmd->canvas = MEM_callocN(sizeof(DynamicPaintCanvasSettings), "DynamicPaint Canvas");
 +                      if (!canvas)
 +                              return 0;
 +                      canvas->pmd = pmd;
 +                      canvas->dm = NULL;
 +
 +                      /* Create one surface */
 +                      if (!dynamicPaint_createNewSurface(canvas, scene))
 +                              return 0;
 +
 +              }
 +              else if(type == MOD_DYNAMICPAINT_TYPE_BRUSH) {
 +                      DynamicPaintBrushSettings *brush;
 +                      if(pmd->brush)
 +                              dynamicPaint_freeBrush(pmd);
 +
 +                      brush = pmd->brush = MEM_callocN(sizeof(DynamicPaintBrushSettings), "DynamicPaint Paint");
 +                      if (!brush)
 +                              return 0;
 +                      brush->pmd = pmd;
 +
 +                      brush->psys = NULL;
 +
 +                      brush->flags = MOD_DPAINT_ABS_ALPHA | MOD_DPAINT_RAMP_ALPHA;
 +                      brush->collision = MOD_DPAINT_COL_VOLUME;
 +                      
 +                      brush->mat = NULL;
 +                      brush->r = 0.15f;
 +                      brush->g = 0.4f;
 +                      brush->b = 0.8f;
 +                      brush->alpha = 1.0f;
 +                      brush->wetness = 1.0f;
 +
 +                      brush->paint_distance = 1.0f;
 +                      brush->proximity_falloff = MOD_DPAINT_PRFALL_SMOOTH;
 +
 +                      brush->particle_radius = 0.2f;
 +                      brush->particle_smooth = 0.05f;
 +
 +                      brush->wave_factor = 1.0f;
 +                      brush->wave_clamp = 0.0f;
 +                      brush->smudge_strength = 0.3f;
 +                      brush->max_velocity = 1.0f;
 +
 +                      brush->dm = NULL;
 +
 +                      /* Paint proximity falloff colorramp. */
 +                      {
 +                              CBData *ramp;
 +
 +                              brush->paint_ramp = add_colorband(0);
 +                              if (!brush->paint_ramp)
 +                                      return 0;
 +                              ramp = brush->paint_ramp->data;
 +                              /* Add default smooth-falloff ramp.     */
 +                              ramp[0].r = ramp[0].g = ramp[0].b = ramp[0].a = 1.0f;
 +                              ramp[0].pos = 0.0f;
 +                              ramp[1].r = ramp[1].g = ramp[1].b = ramp[1].pos = 1.0f;
 +                              ramp[1].a = 0.0f;
 +                              pmd->brush->paint_ramp->tot = 2;
 +                      }
 +
 +                      /* Brush velocity ramp. */
 +                      {
 +                              CBData *ramp;
 +
 +                              brush->vel_ramp = add_colorband(0);
 +                              if (!brush->vel_ramp)
 +                                      return 0;
 +                              ramp = brush->vel_ramp->data;
 +                              ramp[0].r = ramp[0].g = ramp[0].b = ramp[0].a = ramp[0].pos = 0.0f;
 +                              ramp[1].r = ramp[1].g = ramp[1].b = ramp[1].a = ramp[1].pos = 1.0f;
 +                              brush->paint_ramp->tot = 2;
 +                      }
 +              }
 +      }
 +      else
 +              return 0;
 +
 +      return 1;
 +}
 +
 +void dynamicPaint_Modifier_copy(struct DynamicPaintModifierData *pmd, struct DynamicPaintModifierData *tpmd)
 +{
 +      /* Init modifier        */
 +      tpmd->type = pmd->type;
 +      if (pmd->canvas)
 +              dynamicPaint_createType(tpmd, MOD_DYNAMICPAINT_TYPE_CANVAS, NULL);
 +      if (pmd->brush)
 +              dynamicPaint_createType(tpmd, MOD_DYNAMICPAINT_TYPE_BRUSH, NULL);
 +
 +      /* Copy data    */
 +      if (tpmd->canvas) {
 +              tpmd->canvas->pmd = tpmd;
 +
 +      } else if (tpmd->brush) {
 +              DynamicPaintBrushSettings *brush = pmd->brush, *t_brush = tpmd->brush;
 +              t_brush->pmd = tpmd;
 +
 +              t_brush->flags = brush->flags;
 +              t_brush->collision = brush->collision;
 +
 +              t_brush->mat = brush->mat;
 +              t_brush->r = brush->r;
 +              t_brush->g = brush->g;
 +              t_brush->b = brush->b;
 +              t_brush->alpha = brush->alpha;
 +              t_brush->wetness = brush->wetness;
 +
 +              t_brush->particle_radius = brush->particle_radius;
 +              t_brush->particle_smooth = brush->particle_smooth;
 +              t_brush->paint_distance = brush->paint_distance;
 +              t_brush->psys = brush->psys;
 +
 +              if (brush->paint_ramp)
 +                      memcpy(t_brush->paint_ramp, brush->paint_ramp, sizeof(ColorBand));
 +              if (brush->vel_ramp)
 +                      memcpy(t_brush->vel_ramp, brush->vel_ramp, sizeof(ColorBand));
 +
 +              t_brush->proximity_falloff = brush->proximity_falloff;
 +              t_brush->wave_type = brush->wave_type;
 +              t_brush->ray_dir = brush->ray_dir;
 +
 +              t_brush->wave_factor = brush->wave_factor;
 +              t_brush->wave_clamp = brush->wave_clamp;
 +              t_brush->max_velocity = brush->max_velocity;
 +              t_brush->smudge_strength = brush->smudge_strength;
 +      }
 +}
 +
 +/* allocates surface data depending on surface type */
 +static void dynamicPaint_allocateSurfaceType(DynamicPaintSurface *surface)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +
 +      switch (surface->type) {
 +              case MOD_DPAINT_SURFACE_T_PAINT:
 +                      sData->type_data = MEM_callocN(sizeof(PaintPoint)*sData->total_points, "DynamicPaintSurface Data");
 +                      break;
 +              case MOD_DPAINT_SURFACE_T_DISPLACE:
 +                      sData->type_data = MEM_callocN(sizeof(float)*sData->total_points, "DynamicPaintSurface DepthData");
 +                      break;
 +              case MOD_DPAINT_SURFACE_T_WEIGHT:
 +                      sData->type_data = MEM_callocN(sizeof(float)*sData->total_points, "DynamicPaintSurface WeightData");
 +                      break;
 +              case MOD_DPAINT_SURFACE_T_WAVE:
 +                      sData->type_data = MEM_callocN(sizeof(PaintWavePoint)*sData->total_points, "DynamicPaintSurface WaveData");
 +                      break;
 +      }
 +
 +      if (sData->type_data == NULL) setError(surface->canvas, "Not enough free memory!");
 +}
 +
 +static int surface_usesAdjDistance(DynamicPaintSurface *surface)
 +{
 +      if (surface->type == MOD_DPAINT_SURFACE_T_PAINT && surface->effect) return 1;
 +      if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) return 1;
 +      return 0;
 +}
 +
 +static int surface_usesAdjData(DynamicPaintSurface *surface)
 +{
 +      if (surface_usesAdjDistance(surface)) return 1;
 +      if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX &&
 +              surface->flags & MOD_DPAINT_ANTIALIAS) return 1;
 +
 +      return 0;
 +}
 +
 +/* initialize surface adjacency data */
 +static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, int force_init)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      PaintAdjData *ed;
 +      int *temp_data;
 +      int neigh_points = 0;
 +
 +      if (!surface_usesAdjData(surface) && !force_init) return;
 +
 +      if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
 +              /* For vertex format, neighbours are connected by edges */
 +              neigh_points = 2*surface->canvas->dm->getNumEdges(surface->canvas->dm);
 +      }
 +      else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ)
 +              neigh_points = sData->total_points*8;
 +
 +      if (!neigh_points) return;
 +
 +      /* allocate memory */
 +      ed = sData->adj_data = MEM_callocN(sizeof(PaintAdjData), "Surface Adj Data");
 +      if (!ed) return;
 +      ed->n_index = MEM_callocN(sizeof(int)*sData->total_points, "Surface Adj Index");
 +      ed->n_num = MEM_callocN(sizeof(int)*sData->total_points, "Surface Adj Counts");
 +      temp_data = MEM_callocN(sizeof(int)*sData->total_points, "Temp Adj Data");
 +      ed->n_target = MEM_callocN(sizeof(int)*neigh_points, "Surface Adj Targets");
 +      ed->flags = MEM_callocN(sizeof(int)*sData->total_points, "Surface Adj Flags");
 +      ed->total_targets = neigh_points;
 +
 +      /* in case of allocation error, free memory */
 +      if (!ed->n_index || !ed->n_num || !ed->n_target || !temp_data) {
 +              dynamicPaint_freeAdjData(sData);
 +              if (temp_data) MEM_freeN(temp_data);
 +              setError(surface->canvas, "Not enough free memory.");
 +              return;
 +      }
 +
 +      if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
 +              int i;
 +              int n_pos;
 +
 +              /* For vertex format, count every vertex that is connected by an edge */
 +              int numOfEdges = surface->canvas->dm->getNumEdges(surface->canvas->dm);
 +              int numOfFaces = surface->canvas->dm->getNumFaces(surface->canvas->dm);
 +              struct MEdge *edge =  surface->canvas->dm->getEdgeArray(surface->canvas->dm);
 +              struct MFace *face =  surface->canvas->dm->getFaceArray(surface->canvas->dm);
 +
 +              /* count number of edges per vertex */
 +              for (i=0; i<numOfEdges; i++) {
 +                      ed->n_num[edge[i].v1]++;
 +                      ed->n_num[edge[i].v2]++;
 +
 +                      temp_data[edge[i].v1]++;
 +                      temp_data[edge[i].v2]++;
 +              }
 +
 +              /* to locate points on "mesh edge" */
 +              for (i=0; i<numOfFaces; i++) {
 +                      temp_data[face[i].v1]++;
 +                      temp_data[face[i].v2]++;
 +                      temp_data[face[i].v3]++;
 +                      if (face[i].v4)
 +                              temp_data[face[i].v4]++;
 +              }
 +
 +              /* now check if total number of edges+faces for
 +              *  each vertex is even, if not -> vertex is on mesh edge */
 +              for (i=0; i<sData->total_points; i++) {
 +                      if ((temp_data[i]%2) ||
 +                              temp_data[i] < 4)
 +                              ed->flags[i] |= ADJ_ON_MESH_EDGE;
 +                              
 +                      /* reset temp data */ 
 +                      temp_data[i] = 0;
 +              }
 +
 +              /* order n_index array */
 +              n_pos = 0;
 +              for (i=0; i<sData->total_points; i++) {
 +                      ed->n_index[i] = n_pos;
 +                      n_pos += ed->n_num[i];
 +              }
 +
 +              /* and now add neighbour data using that info */
 +              for (i=0; i<numOfEdges; i++) {
 +                      /* first vertex */
 +                      int index = edge[i].v1;
 +                      n_pos = ed->n_index[index]+temp_data[index];
 +                      ed->n_target[n_pos] = edge[i].v2;
 +                      temp_data[index]++;
 +
 +                      /* second vertex */
 +                      index = edge[i].v2;
 +                      n_pos = ed->n_index[index]+temp_data[index];
 +                      ed->n_target[n_pos] = edge[i].v1;
 +                      temp_data[index]++;
 +              }
 +      }
 +      else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
 +              /* for image sequences, only allocate memory.
 +              *  bake initialization takes care of rest */
 +      }
 +
 +      MEM_freeN(temp_data);
 +}
 +
 +void dynamicPaint_setInitialColor(DynamicPaintSurface *surface)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      PaintPoint* pPoint = (PaintPoint*)sData->type_data;
 +      DerivedMesh *dm = surface->canvas->dm;
 +      int i;
 +
 +      if (surface->type != MOD_DPAINT_SURFACE_T_PAINT)
 +              return;
 +
 +      if (surface->init_color_type == MOD_DPAINT_INITIAL_NONE)
 +              return;
 +      /* Single color */
 +      else if (surface->init_color_type == MOD_DPAINT_INITIAL_COLOR) {
 +              /* apply color to every surface point */
 +              #pragma omp parallel for schedule(static)
 +              for (i=0; i<sData->total_points; i++) {
 +                      copy_v3_v3(pPoint[i].color, surface->init_color);
 +                      pPoint[i].alpha = surface->init_color[3];
 +              }
 +      }
 +      /* UV mapped texture */
 +      else if (surface->init_color_type == MOD_DPAINT_INITIAL_TEXTURE) {
 +              Tex *tex = surface->init_texture;
 +              MTFace *tface;
 +              MFace *mface = dm->getFaceArray(dm);
 +              int numOfFaces = dm->getNumFaces(dm);
 +              char uvname[40];
 +
 +              if (!tex) return;
 +
 +              /* get uv layer */
 +              CustomData_validate_layer_name(&dm->faceData, CD_MTFACE, surface->init_layername, uvname);
 +              tface = CustomData_get_layer_named(&dm->faceData, CD_MTFACE, uvname);
 +              if (!tface) return;
 +
 +              /* for vertex surface loop through tfaces and find uv color
 +              *  that provides highest alpha */
 +              if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
 +                      #pragma omp parallel for schedule(static)
 +                      for (i=0; i<numOfFaces; i++) {
 +                              int numOfVert = (mface[i].v4) ? 4 : 3;
 +                              float uv[3] = {0.0f};
 +                              int j;
 +                              for (j=0; j<numOfVert; j++) {
 +                                      TexResult texres = {0};
 +                                      unsigned int *vert = (&mface[i].v1)+j;
 +
 +                                      /* remap to -1.0 to 1.0 */
 +                                      uv[0] = tface[i].uv[j][0]*2.0f - 1.0f;
 +                                      uv[1] = tface[i].uv[j][1]*2.0f - 1.0f;
 +
 +                                      multitex_ext_safe(tex, uv, &texres);
 +
 +                                      if (texres.tin > pPoint[*vert].alpha) {
 +                                              copy_v3_v3(pPoint[*vert].color, &texres.tr);
 +                                              pPoint[*vert].alpha = texres.tin;
 +                                      }
 +                              }
 +                      }
 +              }
 +              else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
 +                      ImgSeqFormatData *f_data = (ImgSeqFormatData*)sData->format_data;
 +                      int samples = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1;
 +
 +                      #pragma omp parallel for schedule(static)
 +                      for (i=0; i<sData->total_points; i++) {
 +                              float uv[9] = {0.0f};
 +                              float uv_final[3] = {0.0f};
 +                              int j;
 +                              TexResult texres = {0};
 +
 +                              /* collect all uvs */
 +                              for (j=0; j<3; j++) {
 +                                      int v=(f_data->uv_p[i].quad && j>0) ? j+1 : j;
 +                                      copy_v2_v2(&uv[j*3], tface[f_data->uv_p[i].face_index].uv[v]);
 +                              }
 +
 +                              /* interpolate final uv pos */
 +                              interp_v3_v3v3v3(       uv_final, &uv[0], &uv[3], &uv[6],
 +                                      f_data->barycentricWeights[i*samples].v);
 +                              /* remap to -1.0 to 1.0 */
 +                              uv_final[0] = uv_final[0]*2.0f - 1.0f;
 +                              uv_final[1] = uv_final[1]*2.0f - 1.0f;
 +                                      
 +                              multitex_ext_safe(tex, uv_final, &texres);
 +
 +                              /* apply color */
 +                              copy_v3_v3(pPoint[i].color, &texres.tr);
 +                              pPoint[i].alpha = texres.tin;
 +                      }
 +              }
 +      }
 +      /* vertex color layer */
 +      else if (surface->init_color_type == MOD_DPAINT_INITIAL_VERTEXCOLOR) {
 +              MCol *col = CustomData_get_layer_named(&dm->faceData, CD_MCOL, surface->init_layername);
 +              if (!col) return;
 +
 +              /* for vertex surface, just copy colors from mcol */
 +              if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
 +                      MFace *mface = dm->getFaceArray(dm);
 +                      int numOfFaces = dm->getNumFaces(dm);
 +
 +                      #pragma omp parallel for schedule(static)
 +                      for (i=0; i<numOfFaces; i++) {
 +                              int numOfVert = (mface[i].v4) ? 4 : 3;
 +                              int j;
 +                              for (j=0; j<numOfVert; j++) {
 +                                      unsigned int *vert = ((&mface[i].v1)+j);
 +
 +                                      pPoint[*vert].color[0] = 1.0f/255.f*(float)col[i*4+j].b;
 +                                      pPoint[*vert].color[1] = 1.0f/255.f*(float)col[i*4+j].g;
 +                                      pPoint[*vert].color[2] = 1.0f/255.f*(float)col[i*4+j].r;
 +                                      pPoint[*vert].alpha = 1.0f/255.f*(float)col[i*4+j].a;
 +                              }
 +                      }
 +              }
 +              else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
 +                      ImgSeqFormatData *f_data = (ImgSeqFormatData*)sData->format_data;
 +                      int samples = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1;
 +
 +                      #pragma omp parallel for schedule(static)
 +                      for (i=0; i<sData->total_points; i++) {
 +                              int face_ind = f_data->uv_p[i].face_index;
 +                              float colors[3][4] = {{0.0f,0.0f,0.0f,0.0f}};
 +                              float final_color[4];
 +                              int j;
 +                              /* collect color values */
 +                              for (j=0; j<3; j++) {
 +                                      int v=(f_data->uv_p[i].quad && j>0) ? j+1 : j;
 +                                      colors[j][0] = 1.0f/255.f*(float)col[face_ind*4+v].b;
 +                                      colors[j][1] = 1.0f/255.f*(float)col[face_ind*4+v].g;
 +                                      colors[j][2] = 1.0f/255.f*(float)col[face_ind*4+v].r;
 +                                      colors[j][3] = 1.0f/255.f*(float)col[face_ind*4+v].a;
 +                              }
 +                              
 +                              /* interpolate final color */
 +                              interp_v4_v4v4v4(       final_color, colors[0], colors[1], colors[2],
 +                                              f_data->barycentricWeights[i*samples].v);
 +
 +                              copy_v3_v3(pPoint[i].color, final_color);
 +                              pPoint[i].alpha = final_color[3];
 +                      }
 +              }
 +      }
 +}
 +
 +/* clears surface data back to zero */
 +void dynamicPaint_clearSurface(DynamicPaintSurface *surface)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      if (sData && sData->type_data) {
 +              unsigned int data_size;
 +
 +              if (surface->type == MOD_DPAINT_SURFACE_T_PAINT)
 +                      data_size = sizeof(PaintPoint);
 +              else if (surface->type == MOD_DPAINT_SURFACE_T_WAVE)
 +                      data_size = sizeof(PaintWavePoint);
 +              else
 +                      data_size = sizeof(float);
 +
 +              memset(sData->type_data, 0, data_size * sData->total_points);
 +
 +              /* set initial color */
 +              if (surface->type == MOD_DPAINT_SURFACE_T_PAINT)
 +                      dynamicPaint_setInitialColor(surface);
 +
 +              if (sData->bData)
 +                      sData->bData->clear = 1;
 +      }
 +}
 +
 +/* completely (re)initializes surface (only for point cache types)*/
 +int dynamicPaint_resetSurface(DynamicPaintSurface *surface)
 +{
 +      int numOfPoints = dynamicPaint_surfaceNumOfPoints(surface);
 +      /* dont touch image sequence types. they get handled only on bake */
 +      if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) return 1;
 +
 +      if (surface->data) dynamicPaint_freeSurfaceData(surface);
 +      if (numOfPoints < 1) return 0;
 +
 +      /* allocate memory */
 +      surface->data = MEM_callocN(sizeof(PaintSurfaceData), "PaintSurfaceData");
 +      if (!surface->data) return 0;
 +
 +      /* allocate data depending on surface type and format */
 +      surface->data->total_points = numOfPoints;
 +      dynamicPaint_allocateSurfaceType(surface);
 +      dynamicPaint_initAdjacencyData(surface, 0);
 +
 +      /* set initial color */
 +      if (surface->type == MOD_DPAINT_SURFACE_T_PAINT)
 +              dynamicPaint_setInitialColor(surface);
 +
 +      return 1;
 +}
 +
 +/* make sure allocated surface size matches current requirements */
 +static void dynamicPaint_checkSurfaceData(DynamicPaintSurface *surface)
 +{
 +      if (!surface->data || ((dynamicPaint_surfaceNumOfPoints(surface) != surface->data->total_points))) {
 +              dynamicPaint_resetSurface(surface);
 +      }
 +}
 +
 +
 +/***************************** Modifier processing ******************************/
 +
 +
 +/* apply displacing vertex surface to the derived mesh */
 +static void dynamicPaint_applySurfaceDisplace(DynamicPaintSurface *surface, DerivedMesh *result, int update_normals)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +
 +      if (!sData || surface->format != MOD_DPAINT_SURFACE_F_VERTEX) return;
 +
 +      /* displace paint */
 +      if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {
 +              MVert *mvert = result->getVertArray(result);
 +              int i;
 +              float* value = (float*)sData->type_data;
 +
 +              #pragma omp parallel for schedule(static)
 +              for (i=0; i<sData->total_points; i++) {
 +                      float normal[3], val=value[i]*surface->disp_factor;
 +                      normal_short_to_float_v3(normal, mvert[i].no);
 +                      normalize_v3(normal);
 +
 +                      mvert[i].co[0] -= normal[0]*val;
 +                      mvert[i].co[1] -= normal[1]*val;
 +                      mvert[i].co[2] -= normal[2]*val;
 +              }
 +      }
 +      else return;
 +
 +      if (update_normals)
 +              CDDM_calc_normals(result);
 +}
 +
 +/*
 +*     Apply canvas data to the object derived mesh
 +*/
 +static struct DerivedMesh *dynamicPaint_Modifier_apply(DynamicPaintModifierData *pmd, Scene *scene, Object *ob, DerivedMesh *dm)
 +{     
 +      DerivedMesh *result = CDDM_copy(dm);
 +
 +      if(pmd->canvas && !(pmd->canvas->flags & MOD_DPAINT_BAKING)) {
 +
 +              DynamicPaintSurface *surface = pmd->canvas->surfaces.first;
 +              pmd->canvas->flags &= ~MOD_DPAINT_PREVIEW_READY;
 +
 +              /* loop through surfaces */
 +              for (; surface; surface=surface->next) {
 +                      PaintSurfaceData *sData = surface->data;
 +
 +                      if (surface && surface->format != MOD_DPAINT_SURFACE_F_IMAGESEQ && sData) {
 +                              if (!(surface->flags & (MOD_DPAINT_ACTIVE))) continue;
 +
 +                              /* process vertex surface previews */
 +                              if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
 +
 +                                      /* vertex color paint */
 +                                      if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
 +
 +                                              MFace *mface = result->getFaceArray(result);
 +                                              int numOfFaces = result->getNumFaces(result);
 +                                              int i;
 +                                              PaintPoint* pPoint = (PaintPoint*)sData->type_data;
 +                                              MCol *col;
 +
 +                                              /* paint is stored on dry and wet layers, so mix final color first */
 +                                              float *fcolor = MEM_callocN(sizeof(float)*sData->total_points*4, "Temp paint color");
 +
 +                                              #pragma omp parallel for schedule(static)
 +                                              for (i=0; i<sData->total_points; i++) {
 +                                                      /* blend dry and wet layer */
 +                                                      blendColors(pPoint[i].color, pPoint[i].alpha, pPoint[i].e_color, pPoint[i].e_alpha, &fcolor[i*4]);
 +                                              }
 +
 +                                              /* viewport preview */
 +                                              if (surface->flags & MOD_DPAINT_PREVIEW) {
 +                                                      /* Save preview results to weight layer, to be
 +                                                      *   able to share same drawing methods */
 +                                                      col = result->getFaceDataArray(result, CD_WEIGHT_MCOL);
 +                                                      if (!col) col = CustomData_add_layer(&result->faceData, CD_WEIGHT_MCOL, CD_CALLOC, NULL, numOfFaces);
 +
 +                                                      if (col) {
 +                                                              #pragma omp parallel for schedule(static)
 +                                                              for (i=0; i<numOfFaces; i++) {
 +                                                                      int j=0;
 +                                                                      Material *material = give_current_material(ob, mface[i].mat_nr+1);
 +
 +                                                                      for (; j<((mface[i].v4)?4:3); j++) {
 +                                                                              int index = (j==0)?mface[i].v1: (j==1)?mface[i].v2: (j==2)?mface[i].v3: mface[i].v4;
 +
 +                                                                              if (surface->preview_id == MOD_DPAINT_SURFACE_PREV_PAINT) {
 +                                                                                      float c[3];
 +                                                                                      index *= 4;
 +
 +                                                                                      /* Apply material color as base vertex color for preview */
 +                                                                                      col[i*4+j].a = 255;
 +                                                                                      if (material) {
 +                                                                                              c[0] = material->r;
 +                                                                                              c[1] = material->g;
 +                                                                                              c[2] = material->b;
 +                                                                                      }
 +                                                                                      else { /* default grey */
 +                                                                                              c[0] = 0.65f;
 +                                                                                              c[1] = 0.65f;
 +                                                                                              c[2] = 0.65f;
 +                                                                                      }
 +                                                                                      /* mix surface color */
 +                                                                                      interp_v3_v3v3(c, c, &fcolor[index], fcolor[index+3]);
 +
 +                                                                                      col[i*4+j].r = FTOCHAR(c[2]);
 +                                                                                      col[i*4+j].g = FTOCHAR(c[1]);
 +                                                                                      col[i*4+j].b = FTOCHAR(c[0]);
 +                                                                              }
 +                                                                              else {
 +                                                                                      col[i*4+j].a = 255;
 +                                                                                      col[i*4+j].r = FTOCHAR(pPoint[index].wetness);
 +                                                                                      col[i*4+j].g = FTOCHAR(pPoint[index].wetness);
 +                                                                                      col[i*4+j].b = FTOCHAR(pPoint[index].wetness);
 +                                                                              }
 +                                                                      }
 +                                                              }
 +                                                              pmd->canvas->flags |= MOD_DPAINT_PREVIEW_READY;
 +                                                      }
 +                                              }
 +
 +
 +                                              /* save layer data to output layer */
 +
 +                                              /* paint layer */
 +                                              col = CustomData_get_layer_named(&result->faceData, CD_MCOL, surface->output_name);
 +                                              if (col) {
 +                                                      #pragma omp parallel for schedule(static)
 +                                                      for (i=0; i<numOfFaces; i++) {
 +                                                              int j=0;
 +                                                              for (; j<((mface[i].v4)?4:3); j++) {
 +                                                                      int index = (j==0)?mface[i].v1: (j==1)?mface[i].v2: (j==2)?mface[i].v3: mface[i].v4;
 +                                                                      index *= 4;
 +
 +                                                                      col[i*4+j].a = FTOCHAR(fcolor[index+3]);
 +                                                                      col[i*4+j].r = FTOCHAR(fcolor[index+2]);
 +                                                                      col[i*4+j].g = FTOCHAR(fcolor[index+1]);
 +                                                                      col[i*4+j].b = FTOCHAR(fcolor[index]);
 +                                                              }
 +                                                      }
 +                                              }
 +                                              
 +                                              MEM_freeN(fcolor);
 +
 +                                              /* wet layer */
 +                                              col = CustomData_get_layer_named(&result->faceData, CD_MCOL, surface->output_name2);
 +                                              if (col) {
 +                                                      #pragma omp parallel for schedule(static)
 +                                                      for (i=0; i<numOfFaces; i++) {
 +                                                              int j=0;
 +
 +                                                              for (; j<((mface[i].v4)?4:3); j++) {
 +                                                                      int index = (j==0)?mface[i].v1: (j==1)?mface[i].v2: (j==2)?mface[i].v3: mface[i].v4;
 +                                                                      col[i*4+j].a = 255;
 +                                                                      col[i*4+j].r = FTOCHAR(pPoint[index].wetness);
 +                                                                      col[i*4+j].g = FTOCHAR(pPoint[index].wetness);
 +                                                                      col[i*4+j].b = FTOCHAR(pPoint[index].wetness);
 +                                                              }
 +                                                      }
 +                                              }
 +                                      }
 +                                      /* vertex group paint */
 +                                      else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) {
 +                                              int defgrp_index = defgroup_name_index(ob, surface->output_name);
 +                                              MDeformVert *dvert = result->getVertDataArray(result, CD_MDEFORMVERT);
 +                                              float *weight = (float*)sData->type_data;
 +                                              /* viewport preview */
 +                                              if (surface->flags & MOD_DPAINT_PREVIEW) {
 +                                                      /* Save preview results to weight layer, to be
 +                                                      *   able to share same drawing methods */
 +                                                      MFace *mface = result->getFaceArray(result);
 +                                                      int numOfFaces = result->getNumFaces(result);
 +                                                      int i;
 +                                                      MCol *col = result->getFaceDataArray(result, CD_WEIGHT_MCOL);
 +                                                      if (!col) col = CustomData_add_layer(&result->faceData, CD_WEIGHT_MCOL, CD_CALLOC, NULL, numOfFaces);
 +
 +                                                      if (col) {
 +                                                              #pragma omp parallel for schedule(static)
 +                                                              for (i=0; i<numOfFaces; i++) {
 +                                                                      float temp_color[3];
 +                                                                      int j=0;
 +                                                                      for (; j<((mface[i].v4)?4:3); j++) {
 +                                                                              int index = (j==0)?mface[i].v1: (j==1)?mface[i].v2: (j==2)?mface[i].v3: mface[i].v4;
 +
 +                                                                              weight_to_rgb(weight[index], temp_color, temp_color+1, temp_color+2);
 +                                                                              col[i*4+j].r = FTOCHAR(temp_color[2]);
 +                                                                              col[i*4+j].g = FTOCHAR(temp_color[1]);
 +                                                                              col[i*4+j].b = FTOCHAR(temp_color[0]);
 +                                                                              col[i*4+j].a = 255;
 +                                                                      }
 +                                                              }
 +                                                              pmd->canvas->flags |= MOD_DPAINT_PREVIEW_READY;
 +                                                      }
 +                                              }
 +
 +                                              /* apply weights into a vertex group, if doesnt exists add a new layer */
 +                                              if (defgrp_index >= 0 && !dvert && strlen(surface->output_name)>0)
 +                                                      dvert = CustomData_add_layer_named(&result->vertData, CD_MDEFORMVERT, CD_CALLOC,
 +                                                                                                                              NULL, sData->total_points, surface->output_name);
 +                                              if (defgrp_index >= 0 && dvert) {
 +                                                      int i;
 +                                                      for(i=0; i<sData->total_points; i++) {
 +                                                              MDeformVert *dv= &dvert[i];
 +                                                              MDeformWeight *def_weight = defvert_find_index(dv, defgrp_index);
 +
 +                                                              /* skip if weight value is 0 and no existing weight is found */
 +                                                              if (!def_weight && !weight[i])
 +                                                                      continue;
 +
 +                                                              /* if not found, add a weight for it */
 +                                                              if (!def_weight) {
 +                                                                      MDeformWeight *newdw = MEM_callocN(sizeof(MDeformWeight)*(dv->totweight+1), 
 +                                                                                                               "deformWeight");
 +                                                                      if(dv->dw){
 +                                                                              memcpy(newdw, dv->dw, sizeof(MDeformWeight)*dv->totweight);
 +                                                                              MEM_freeN(dv->dw);
 +                                                                      }
 +                                                                      dv->dw=newdw;
 +                                                                      dv->dw[dv->totweight].def_nr=defgrp_index;
 +                                                                      def_weight = &dv->dw[dv->totweight];
 +                                                                      dv->totweight++;
 +                                                              }
 +
 +                                                              /* set weight value */
 +                                                              def_weight->weight = weight[i];
 +                                                      }
 +                                              }
 +                                      }
 +                                      /* wave simulation */
 +                                      else if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) {
 +                                              MVert *mvert = result->getVertArray(result);
 +                                              int i;
 +                                              PaintWavePoint* wPoint = (PaintWavePoint*)sData->type_data;
 +
 +                                              #pragma omp parallel for schedule(static)
 +                                              for (i=0; i<sData->total_points; i++) {
 +                                                      float normal[3];
 +                                                      normal_short_to_float_v3(normal, mvert[i].no);
 +                                                      normalize_v3(normal);
 +
 +                                                      mvert[i].co[0] += normal[0]*wPoint[i].height;
 +                                                      mvert[i].co[1] += normal[1]*wPoint[i].height;
 +                                                      mvert[i].co[2] += normal[2]*wPoint[i].height;
 +                                              }
 +                                              CDDM_calc_normals(result);
 +                                      }
 +
 +                                      /* displace */
 +                                      dynamicPaint_applySurfaceDisplace(surface, result, 1);
 +                              }
 +                      }
 +              }
 +      }
 +      /* make a copy of dm to use as brush data */
 +      if (pmd->brush) {
 +              if (pmd->brush->dm) pmd->brush->dm->release(pmd->brush->dm);
 +              pmd->brush->dm = CDDM_copy(result);
 +      }
 +
 +      return result;
 +}
 +
 +/* update cache frame range */
 +void dynamicPaint_cacheUpdateFrames(DynamicPaintSurface *surface)
 +{
 +      if (surface->pointcache) {
 +              surface->pointcache->startframe = surface->start_frame;
 +              surface->pointcache->endframe = surface->end_frame;
 +      }
 +}
 +
 +void canvas_copyDerivedMesh(DynamicPaintCanvasSettings *canvas, DerivedMesh *dm)
 +{
 +      if (canvas->dm) canvas->dm->release(canvas->dm);
 +      canvas->dm = CDDM_copy(dm);
 +}
 +
 +/*
 +*     Updates derived mesh copy and processes dynamic paint step / caches.
 +*/
 +static void dynamicPaint_frameUpdate(DynamicPaintModifierData *pmd, Scene *scene, Object *ob, DerivedMesh *dm)
 +{
 +      if(pmd->canvas) {
 +              DynamicPaintCanvasSettings *canvas = pmd->canvas;
 +              DynamicPaintSurface *surface = canvas->surfaces.first;
 +
 +              /* update derived mesh copy */
 +              canvas_copyDerivedMesh(canvas, dm);
 +
 +              /* in case image sequence baking, stop here */
 +              if (canvas->flags & MOD_DPAINT_BAKING) return;
 +
 +              /* loop through surfaces */
 +              for (; surface; surface=surface->next) {
 +                      int current_frame = (int)scene->r.cfra;
 +
 +                      /* free bake data if not required anymore */
 +                      surface_freeUnusedData(surface);
 +
 +                      /* image sequences are handled by bake operator */
 +                      if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) continue;
 +                      if (!(surface->flags & MOD_DPAINT_ACTIVE)) continue;
 +
 +                      /* make sure surface is valid */
 +                      dynamicPaint_checkSurfaceData(surface);
 +
 +                      /* limit frame range */
 +                      CLAMP(current_frame, surface->start_frame, surface->end_frame);
 +
 +                      if (current_frame != surface->current_frame || (int)scene->r.cfra == surface->start_frame) {
 +                              PointCache *cache = surface->pointcache;
 +                              PTCacheID pid;
 +                              surface->current_frame = current_frame;
 +
 +                              /* read point cache */
 +                              BKE_ptcache_id_from_dynamicpaint(&pid, ob, surface);
 +                              pid.cache->startframe = surface->start_frame;
 +                              pid.cache->endframe = surface->end_frame;
 +                              BKE_ptcache_id_time(&pid, scene, scene->r.cfra, NULL, NULL, NULL);
 +
 +                              /* reset non-baked cache at first frame */
 +                              if((int)scene->r.cfra == surface->start_frame && !(cache->flag & PTCACHE_BAKED))
 +                              {
 +                                      cache->flag |= PTCACHE_REDO_NEEDED;
 +                                      BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_OUTDATED);
 +                                      cache->flag &= ~PTCACHE_REDO_NEEDED;
 +                              }
 +
 +                              /* try to read from cache */
 +                              if(BKE_ptcache_read(&pid, (float)scene->r.cfra)) {
 +                                      BKE_ptcache_validate(cache, (int)scene->r.cfra);
 +                              }
 +                              /* if read failed and we're on surface range do recalculate */
 +                              else if ((int)scene->r.cfra == current_frame
 +                                      && !(cache->flag & PTCACHE_BAKED)) {
 +                                      /* calculate surface frame */
 +                                      canvas->flags |= MOD_DPAINT_BAKING;
 +                                      dynamicPaint_calculateFrame(surface, scene, ob, current_frame);
 +                                      canvas->flags &= ~MOD_DPAINT_BAKING;
 +
 +                                      /* restore canvas derivedmesh if required */
 +                                      if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE &&
 +                                              surface->flags & MOD_DPAINT_DISP_INCREMENTAL && surface->next)
 +                                              canvas_copyDerivedMesh(canvas, dm);
 +
 +                                      BKE_ptcache_validate(cache, surface->current_frame);
 +                                      BKE_ptcache_write(&pid, surface->current_frame);
 +                              }
 +                      }
 +              }
 +      }
 +}
 +
 +/* Modifier call. Processes dynamic paint modifier step. */
 +struct DerivedMesh *dynamicPaint_Modifier_do(DynamicPaintModifierData *pmd, Scene *scene, Object *ob, DerivedMesh *dm)
 +{     
 +      /* Update canvas data for a new frame */
 +      dynamicPaint_frameUpdate(pmd, scene, ob, dm);
 +
 +      /* Return output mesh */
 +      return dynamicPaint_Modifier_apply(pmd, scene, ob, dm);
 +}
 +
 +
 +/***************************** Image Sequence / UV Image Surface Calls ******************************/
 +
 +/*
 +*     Tries to find the neighbouring pixel in given (uv space) direction.
 +*     Result is used by effect system to move paint on the surface.
 +*
 +*   px,py : origin pixel x and y
 +*     n_index : lookup direction index (use neighX,neighY to get final index)
 +*/
 +static int dynamicPaint_findNeighbourPixel(PaintUVPoint *tempPoints, DerivedMesh *dm, char *uvname, int w, int h, int px, int py, int n_index)
 +{
 +      /* Note: Current method only uses polygon edges to detect neighbouring pixels.
 +      *  -> It doesn't always lead to the optimum pixel but is accurate enough
 +      *  and faster/simplier than including possible face tip point links)
 +      */
 +
 +      int x,y;
 +      PaintUVPoint *tPoint = NULL;
 +      PaintUVPoint *cPoint = NULL;
 +
 +      /* shift position by given n_index */
 +      x = px + neighX[n_index];
 +      y = py + neighY[n_index];
 +
 +      if (x<0 || x>=w) return -1;
 +      if (y<0 || y>=h) return -1;
 +
 +      tPoint = &tempPoints[x+w*y];            /* UV neighbour */
 +      cPoint = &tempPoints[px+w*py];          /* Origin point */
 +
 +      /*
 +      *       Check if shifted point is on same face -> it's a correct neighbour
 +      *   (and if it isn't marked as an "edge pixel")
 +      */
 +      if ((tPoint->face_index == cPoint->face_index) && (tPoint->neighbour_pixel == -1))
 +              return (x+w*y);
 +
 +      /*
 +      *       Even if shifted point is on another face
 +      *       -> use this point.
 +      *       
 +      *       !! Replace with "is uv faces linked" check !!
 +      *       This should work fine as long as uv island
 +      *       margin is > 1 pixel.
 +      */
 +      if ((tPoint->face_index != -1) && (tPoint->neighbour_pixel == -1)) {
 +              return (x+w*y);
 +      }
 +
 +      /*
 +      *       If we get here, the actual neighbouring pixel
 +      *       is located on a non-linked uv face, and we have to find
 +      *       it's "real" position.
 +      *
 +      *       Simple neighbouring face finding algorithm:
 +      *       - find closest uv edge to shifted pixel and get
 +      *         the another face that shares that edge
 +      *       - find corresponding position of that new face edge
 +      *         in uv space
 +      *
 +      *       TODO: Implement something more accurate / optimized?
 +      */
 +      {
 +              int numOfFaces = dm->getNumFaces(dm);
 +              MFace *mface = dm->getFaceArray(dm);
 +              MTFace *tface =  CustomData_get_layer_named(&dm->faceData, CD_MTFACE, uvname);
 +
 +              /* Get closest edge to that subpixel on UV map  */
 +              {
 +                      float pixel[2], dist, t_dist;
 +                      int i, uindex[2], edge1_index, edge2_index,
 +                              e1_index, e2_index, target_face;
 +                      float closest_point[2], lambda, dir_vec[2];
 +                      int target_uv1, target_uv2, final_pixel[2], final_index;
 +
 +                      float *s_uv1, *s_uv2, *t_uv1, *t_uv2;
 +
 +                      pixel[0] = ((float)(px + neighX[n_index]) + 0.5f) / (float)w;
 +                      pixel[1] = ((float)(py + neighY[n_index]) + 0.5f) / (float)h;
 +
 +                      /* Get uv indexes for current face part */
 +                      if (cPoint->quad) {
 +                              uindex[0] = 0; uindex[1] = 2; uindex[2] = 3;
 +                      }
 +                      else {
 +                              uindex[0] = 0; uindex[1] = 1; uindex[2] = 2;
 +                      }
 +
 +                      /*
 +                      *       Find closest edge to that pixel
 +                      */
 +                      /* Dist to first edge   */
 +                      e1_index = cPoint->v1; e2_index = cPoint->v2; edge1_index = uindex[0]; edge2_index = uindex[1];
 +                      dist = dist_to_line_segment_v2(pixel, tface[cPoint->face_index].uv[edge1_index], tface[cPoint->face_index].uv[edge2_index]);
 +
 +                      /* Dist to second edge  */
 +                      t_dist = dist_to_line_segment_v2(pixel, tface[cPoint->face_index].uv[uindex[1]], tface[cPoint->face_index].uv[uindex[2]]);
 +                      if (t_dist < dist) {e1_index = cPoint->v2; e2_index = cPoint->v3; edge1_index = uindex[1]; edge2_index = uindex[2]; dist = t_dist;}
 +
 +                      /* Dist to third edge   */
 +                      t_dist = dist_to_line_segment_v2(pixel, tface[cPoint->face_index].uv[uindex[2]], tface[cPoint->face_index].uv[uindex[0]]);
 +                      if (t_dist < dist) {e1_index = cPoint->v3; e2_index = cPoint->v1;  edge1_index = uindex[2]; edge2_index = uindex[0]; dist = t_dist;}
 +
 +
 +                      /*
 +                      *       Now find another face that is linked to that edge
 +                      */
 +                      target_face = -1;
 +
 +                      for (i=0; i<numOfFaces; i++) {
 +                              /*
 +                              *       Check if both edge vertices share this face
 +                              */
 +                              int v4 = (mface[i].v4) ? mface[i].v4 : -1;
 +
 +                              if ((e1_index == mface[i].v1 || e1_index == mface[i].v2 || e1_index == mface[i].v3 || e1_index == v4) &&
 +                                      (e2_index == mface[i].v1 || e2_index == mface[i].v2 || e2_index == mface[i].v3 || e2_index == v4)) {
 +                                      if (i == cPoint->face_index) continue;
 +
 +                                      target_face = i;
 +
 +                                      /*
 +                                      *       Get edge UV index
 +                                      */
 +                                      if (e1_index == mface[i].v1) target_uv1 = 0;
 +                                      else if (e1_index == mface[i].v2) target_uv1 = 1;
 +                                      else if (e1_index == mface[i].v3) target_uv1 = 2;
 +                                      else target_uv1 = 3;
 +
 +                                      if (e2_index == mface[i].v1) target_uv2 = 0;
 +                                      else if (e2_index == mface[i].v2) target_uv2 = 1;
 +                                      else if (e2_index == mface[i].v3) target_uv2 = 2;
 +                                      else target_uv2 = 3;
 +
 +                                      break;
 +                              }
 +                      }
 +
 +                      /* If none found return -1      */
 +                      if (target_face == -1) return -1;
 +
 +                      /*
 +                      *       If target face is connected in UV space as well, just use original index
 +                      */
 +                      s_uv1 = (float *)tface[cPoint->face_index].uv[edge1_index];
 +                      s_uv2 = (float *)tface[cPoint->face_index].uv[edge2_index];
 +                      t_uv1 = (float *)tface[target_face].uv[target_uv1];
 +                      t_uv2 = (float *)tface[target_face].uv[target_uv2];
 +
 +                      //printf("connected UV : %f,%f & %f,%f - %f,%f & %f,%f\n", s_uv1[0], s_uv1[1], s_uv2[0], s_uv2[1], t_uv1[0], t_uv1[1], t_uv2[0], t_uv2[1]);
 +
 +                      if (((s_uv1[0] == t_uv1[0] && s_uv1[1] == t_uv1[1]) &&
 +                               (s_uv2[0] == t_uv2[0] && s_uv2[1] == t_uv2[1]) ) ||
 +                              ((s_uv2[0] == t_uv1[0] && s_uv2[1] == t_uv1[1]) &&
 +                               (s_uv1[0] == t_uv2[0] && s_uv1[1] == t_uv2[1]) )) return ((px+neighX[n_index]) + w*(py+neighY[n_index]));
 +
 +                      /*
 +                      *       Find a point that is relatively at same edge position
 +                      *       on this other face UV
 +                      */
 +                      lambda = closest_to_line_v2(closest_point, pixel, tface[cPoint->face_index].uv[edge1_index], tface[cPoint->face_index].uv[edge2_index]);
 +                      if (lambda < 0.0f) lambda = 0.0f;
 +                      if (lambda > 1.0f) lambda = 1.0f;
 +
 +                      sub_v2_v2v2(dir_vec, tface[target_face].uv[target_uv2], tface[target_face].uv[target_uv1]);
 +
 +                      mul_v2_fl(dir_vec, lambda);
 +
 +                      copy_v2_v2(pixel, tface[target_face].uv[target_uv1]);
 +                      add_v2_v2(pixel, dir_vec);
 +                      pixel[0] = (pixel[0] * (float)w) - 0.5f;
 +                      pixel[1] = (pixel[1] * (float)h) - 0.5f;
 +
 +                      final_pixel[0] = (int)floor(pixel[0]);
 +                      final_pixel[1] = (int)floor(pixel[1]);
 +
 +                      /* If current pixel uv is outside of texture    */
 +                      if (final_pixel[0] < 0 || final_pixel[0] >= w) return -1;
 +                      if (final_pixel[1] < 0 || final_pixel[1] >= h) return -1;
 +
 +                      final_index = final_pixel[0] + w * final_pixel[1];
 +
 +                      /* If we ended up to our origin point ( mesh has smaller than pixel sized faces)        */
 +                      if (final_index == (px+w*py)) return -1;
 +                      /* If found pixel still lies on wrong face ( mesh has smaller than pixel sized faces)   */
 +                      if (tempPoints[final_index].face_index != target_face) return -1;
 +
 +                      /*
 +                      *       If final point is an "edge pixel", use it's "real" neighbour instead
 +                      */
 +                      if (tempPoints[final_index].neighbour_pixel != -1) final_index = cPoint->neighbour_pixel;
 +
 +                      return final_index;
 +              }
 +      }
 +}
 +
 +/*
 +*     Create a surface for uv image sequence format
 +*/
 +int dynamicPaint_createUVSurface(DynamicPaintSurface *surface)
 +{
 +      /* Antialias jitter point relative coords       */
 +      float jitter5sample[10] =  {0.0f, 0.0f,
 +                                                      -0.2f, -0.4f,
 +                                                      0.2f, 0.4f,
 +                                                      0.4f, -0.2f,
 +                                                      -0.4f, 0.3f};
 +      int ty;
 +      int w,h;
 +      int numOfFaces;
 +      char uvname[32];
 +      int active_points = 0;
 +      int error = 0;
 +
 +      PaintSurfaceData *sData;
 +      DynamicPaintCanvasSettings *canvas = surface->canvas;
 +      DerivedMesh *dm = canvas->dm;
 +
 +      PaintUVPoint *tempPoints = NULL;
 +      Vec3f *tempWeights = NULL;
 +      MVert *mvert = NULL;
 +      MFace *mface = NULL;
 +      MTFace *tface = NULL;
 +      Bounds2D *faceBB = NULL;
 +      int *final_index;
 +      int aa_samples;
 +
 +      if (!dm) return setError(canvas, "Canvas mesh not updated.");
 +      if (surface->format != MOD_DPAINT_SURFACE_F_IMAGESEQ) return setError(canvas, "Can't bake non-\"image sequence\" formats.");
 +
 +      numOfFaces = dm->getNumFaces(dm);
 +      mvert = dm->getVertArray(dm);
 +      mface = dm->getFaceArray(dm);
 +
 +      /* get uv layer */
 +      CustomData_validate_layer_name(&dm->faceData, CD_MTFACE, surface->uvlayer_name, uvname);
 +      tface = CustomData_get_layer_named(&dm->faceData, CD_MTFACE, uvname);
 +
 +      /* Check for validity   */
 +      if (!tface) return setError(canvas, "No UV data on canvas.");
 +      if (surface->image_resolution < 16 || surface->image_resolution > 8192) return setError(canvas, "Invalid resolution.");
 +
 +      w = h = surface->image_resolution;
 +
 +      /*
 +      *       Start generating the surface
 +      */
 +      printf("DynamicPaint: Preparing UV surface of %ix%i pixels and %i faces.\n", w, h, numOfFaces);
 +
 +      /* Init data struct */
 +      if (surface->data) dynamicPaint_freeSurfaceData(surface);
 +      sData = surface->data = MEM_callocN(sizeof(PaintSurfaceData), "PaintSurfaceData");
 +      if (!surface->data) return setError(canvas, "Not enough free memory.");
 +
 +      aa_samples = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1;
 +      tempPoints = (struct PaintUVPoint *) MEM_callocN(w*h*sizeof(struct PaintUVPoint), "Temp PaintUVPoint");
 +      if (!tempPoints) error=1;
 +
 +      final_index = (int *) MEM_callocN(w*h*sizeof(int), "Temp UV Final Indexes");
 +      if (!final_index) error=1;
 +
 +      tempWeights = (struct Vec3f *) MEM_mallocN(w*h*aa_samples*sizeof(struct Vec3f), "Temp bWeights");
 +      if (!tempWeights) error=1;
 +
 +      /*
 +      *       Generate a temporary bounding box array for UV faces to optimize
 +      *       the pixel-inside-a-face search.
 +      */
 +      if (!error) {
 +              faceBB = (struct Bounds2D *) MEM_mallocN(numOfFaces*sizeof(struct Bounds2D), "MPCanvasFaceBB");
 +              if (!faceBB) error=1;
 +      }
 +
 +      if (!error)
 +      for (ty=0; ty<numOfFaces; ty++) {
 +              int numOfVert = (mface[ty].v4) ? 4 : 3;
 +              int i;
 +
 +              copy_v2_v2(faceBB[ty].min, tface[ty].uv[0]);
 +              copy_v2_v2(faceBB[ty].max, tface[ty].uv[0]);
 +
 +              for (i = 1; i<numOfVert; i++) {
 +                      if (tface[ty].uv[i][0] < faceBB[ty].min[0]) faceBB[ty].min[0] = tface[ty].uv[i][0];
 +                      if (tface[ty].uv[i][1] < faceBB[ty].min[1]) faceBB[ty].min[1] = tface[ty].uv[i][1];
 +                      if (tface[ty].uv[i][0] > faceBB[ty].max[0]) faceBB[ty].max[0] = tface[ty].uv[i][0];
 +                      if (tface[ty].uv[i][1] > faceBB[ty].max[1]) faceBB[ty].max[1] = tface[ty].uv[i][1];
 +
 +              }
 +      }
 +
 +      /*
 +      *       Loop through every pixel and check
 +      *       if pixel is uv-mapped on a canvas face.
 +      */
 +      if (!error) {
 +              #pragma omp parallel for schedule(static)
 +              for (ty = 0; ty < h; ty++)
 +              {
 +                      int tx;
 +                      for (tx = 0; tx < w; tx++)
 +                      {
 +                              int i, sample;
 +                              int index = tx+w*ty;
 +                              PaintUVPoint *tPoint = (&tempPoints[index]);
 +
 +                              short isInside = 0;     /* if point is inside a uv face */
 +
 +                              float d1[2], d2[2], d3[2], point[5][2];
 +                              float dot00,dot01,dot02,dot11,dot12, invDenom, u,v;
 +
 +                              /* Init per pixel settings */
 +                              tPoint->face_index = -1;
 +                              tPoint->neighbour_pixel = -1;
 +                              tPoint->pixel_index = index;
 +
 +                              /* Actual pixel center, used when collision is found    */
 +                              point[0][0] = ((float)tx + 0.5f) / w;
 +                              point[0][1] = ((float)ty + 0.5f) / h;
 +
 +                              /*
 +                              * A pixel middle sample isn't enough to find very narrow polygons
 +                              * So using 4 samples of each corner too
 +                              */
 +                              point[1][0] = ((float)tx) / w;
 +                              point[1][1] = ((float)ty) / h;
 +
 +                              point[2][0] = ((float)tx+1) / w;
 +                              point[2][1] = ((float)ty) / h;
 +
 +                              point[3][0] = ((float)tx) / w;
 +                              point[3][1] = ((float)ty+1) / h;
 +
 +                              point[4][0] = ((float)tx+1) / w;
 +                              point[4][1] = ((float)ty+1) / h;
 +
 +
 +                              /* Loop through samples, starting from middle point     */
 +                              for (sample=0; sample<5; sample++) {
 +                                      
 +                                      /* Loop through every face in the mesh  */
 +                                      for (i=0; i<numOfFaces; i++) {
 +
 +                                              /* Check uv bb  */
 +                                              if (faceBB[i].min[0] > (point[sample][0])) continue;
 +                                              if (faceBB[i].min[1] > (point[sample][1])) continue;
 +                                              if (faceBB[i].max[0] < (point[sample][0])) continue;
 +                                              if (faceBB[i].max[1] < (point[sample][1])) continue;
 +
 +                                              /*  Calculate point inside a triangle check
 +                                              *       for uv0,1,2 */
 +                                              sub_v2_v2v2(d1,  tface[i].uv[2], tface[i].uv[0]);       // uv2 - uv0
 +                                              sub_v2_v2v2(d2,  tface[i].uv[1], tface[i].uv[0]);       // uv1 - uv0
 +                                              sub_v2_v2v2(d3,  point[sample], tface[i].uv[0]);        // point - uv0
 +
 +                                              dot00 = d1[0]*d1[0] + d1[1]*d1[1];
 +                                              dot01 = d1[0]*d2[0] + d1[1]*d2[1];
 +                                              dot02 = d1[0]*d3[0] + d1[1]*d3[1];
 +                                              dot11 = d2[0]*d2[0] + d2[1]*d2[1];
 +                                              dot12 = d2[0]*d3[0] + d2[1]*d3[1];
 +
 +                                              invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
 +                                              u = (dot11 * dot02 - dot01 * dot12) * invDenom;
 +                                              v = (dot00 * dot12 - dot01 * dot02) * invDenom;
 +
 +                                              if ((u > 0) && (v > 0) && (u + v < 1)) {isInside=1;} /* is inside a triangle */
 +
 +                                              /*  If collision wasn't found but the face is a quad
 +                                              *       do another check for the second half */
 +                                              if ((!isInside) && mface[i].v4)
 +                                              {
 +
 +                                                      /* change d2 to test the other half     */
 +                                                      sub_v2_v2v2(d2,  tface[i].uv[3], tface[i].uv[0]);       // uv3 - uv0
 +
 +                                                      /* test again   */
 +                                                      dot00 = d1[0]*d1[0] + d1[1]*d1[1];
 +                                                      dot01 = d1[0]*d2[0] + d1[1]*d2[1];
 +                                                      dot02 = d1[0]*d3[0] + d1[1]*d3[1];
 +                                                      dot11 = d2[0]*d2[0] + d2[1]*d2[1];
 +                                                      dot12 = d2[0]*d3[0] + d2[1]*d3[1];
 +
 +                                                      invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
 +                                                      u = (dot11 * dot02 - dot01 * dot12) * invDenom;
 +                                                      v = (dot00 * dot12 - dot01 * dot02) * invDenom;
 +
 +                                                      if ((u > 0) && (v > 0) && (u + v < 1)) {isInside=2;} /* is inside the second half of the quad */
 +
 +                                              }
 +
 +                                              /*
 +                                              *       If point was inside the face
 +                                              */
 +                                              if (isInside != 0) {
 +
 +                                                      float uv1co[2], uv2co[2], uv3co[2], uv[2];
 +                                                      int j;
 +
 +                                                      /* Get triagnle uvs     */
 +                                                      if (isInside==1) {
 +                                                              copy_v2_v2(uv1co, tface[i].uv[0]);
 +                                                              copy_v2_v2(uv2co, tface[i].uv[1]);
 +                                                              copy_v2_v2(uv3co, tface[i].uv[2]);
 +                                                      }
 +                                                      else {
 +                                                              copy_v2_v2(uv1co, tface[i].uv[0]);
 +                                                              copy_v2_v2(uv2co, tface[i].uv[2]);
 +                                                              copy_v2_v2(uv3co, tface[i].uv[3]);
 +                                                      }
 +
 +                                                      /* Add b-weights per anti-aliasing sample       */
 +                                                      for (j=0; j<aa_samples; j++) {
 +                                                              uv[0] = point[0][0] + jitter5sample[j*2] / w;
 +                                                              uv[1] = point[0][1] + jitter5sample[j*2+1] / h;
 +
 +                                                              barycentric_weights_v2(uv1co, uv2co, uv3co, uv, tempWeights[index*aa_samples+j].v);
 +                                                      }
 +
 +                                                      /* Set surface point face values        */
 +                                                      tPoint->face_index = i;                                                 /* face index */
 +                                                      tPoint->quad = (isInside == 2) ? 1 : 0;         /* quad or tri part*/
 +
 +                                                      /* save vertex indexes  */
 +                                                      tPoint->v1 = (isInside == 2) ? mface[i].v1 : mface[i].v1;
 +                                                      tPoint->v2 = (isInside == 2) ? mface[i].v3 : mface[i].v2;
 +                                                      tPoint->v3 = (isInside == 2) ? mface[i].v4 : mface[i].v3;
 +                                                      
 +                                                      sample = 5;     /* make sure we exit sample loop as well */
 +                                                      break;
 +                                              }
 +                                      }
 +                              } /* sample loop */
 +                      }
 +              }
 +
 +              /*
 +              *       Now loop through every pixel that was left without index
 +              *       and find if they have neighbouring pixels that have an index.
 +              *       If so use that polygon as pixel surface.
 +              *       (To avoid seams on uv island edges)
 +              */
 +              #pragma omp parallel for schedule(static)
 +              for (ty = 0; ty < h; ty++)
 +              {
 +                      int tx;
 +                      for (tx = 0; tx < w; tx++)
 +                      {
 +                              int index = tx+w*ty;
 +                              PaintUVPoint *tPoint = (&tempPoints[index]);
 +
 +                              /* If point isnt't on canvas mesh       */
 +                              if (tPoint->face_index == -1) {
 +                                      int u_min, u_max, v_min, v_max;
 +                                      int u,v, ind;
 +                                      float point[2];
 +
 +                                      /* get loop area        */
 +                                      u_min = (tx > 0) ? -1 : 0;
 +                                      u_max = (tx < (w-1)) ? 1 : 0;
 +                                      v_min = (ty > 0) ? -1 : 0;
 +                                      v_max = (ty < (h-1)) ? 1 : 0;
 +
 +                                      point[0] = ((float)tx + 0.5f) / w;
 +                                      point[1] = ((float)ty + 0.5f) / h;
 +
 +                                      /* search through defined area for neighbour    */
 +                                      for (u=u_min; u<=u_max; u++)
 +                                              for (v=v_min; v<=v_max; v++) {
 +                                                      /* if not this pixel itself     */
 +                                                      if (u!=0 || v!=0) {
 +                                                              ind = (tx+u)+w*(ty+v);
 +
 +                                                              /* if neighbour has index       */
 +                                                              if (tempPoints[ind].face_index != -1) {
 +
 +                                                                      float uv1co[2], uv2co[2], uv3co[2], uv[2];
 +                                                                      int i = tempPoints[ind].face_index, j;
 +
 +                                                                      /* Now calculate pixel data for this pixel as it was on polygon surface */
 +                                                                      if (!tempPoints[ind].quad) {
 +                                                                              copy_v2_v2(uv1co, tface[i].uv[0]);
 +                                                                              copy_v2_v2(uv2co, tface[i].uv[1]);
 +                                                                              copy_v2_v2(uv3co, tface[i].uv[2]);
 +                                                                      }
 +                                                                      else {
 +                                                                              copy_v2_v2(uv1co, tface[i].uv[0]);
 +                                                                              copy_v2_v2(uv2co, tface[i].uv[2]);
 +                                                                              copy_v2_v2(uv3co, tface[i].uv[3]);
 +                                                                      }
 +
 +                                                                      /* Add b-weights per anti-aliasing sample       */
 +                                                                      for (j=0; j<aa_samples; j++) {
 +
 +                                                                              uv[0] = point[0] + jitter5sample[j*2] / w;
 +                                                                              uv[1] = point[1] + jitter5sample[j*2+1] / h;
 +                                                                              barycentric_weights_v2(uv1co, uv2co, uv3co, uv, tempWeights[index*aa_samples+j].v);
 +                                                                      }
 +
 +                                                                      /* Set values   */
 +                                                                      tPoint->neighbour_pixel = ind;                          // face index
 +                                                                      tPoint->quad = tempPoints[ind].quad;            // quad or tri
 +
 +                                                                      /* save vertex indexes  */
 +                                                                      tPoint->v1 = (tPoint->quad) ? mface[i].v1 : mface[i].v1;
 +                                                                      tPoint->v2 = (tPoint->quad) ? mface[i].v3 : mface[i].v2;
 +                                                                      tPoint->v3 = (tPoint->quad) ? mface[i].v4 : mface[i].v3;
 +
 +                                                                      u = u_max + 1;  /* make sure we exit outer loop as well */
 +                                                                      break;
 +                                                              }
 +                                              }
 +                                      }
 +                              }
 +                      }
 +              }
 +
 +              /*
 +              *       When base loop is over convert found neighbour indexes to real ones
 +              *       Also count the final number of active surface points
 +              */
 +              for (ty = 0; ty < h; ty++)
 +              {
 +                      int tx;
 +                      for (tx = 0; tx < w; tx++)
 +                      {
 +                              int index = tx+w*ty;
 +                              PaintUVPoint *tPoint = (&tempPoints[index]);
 +
 +                              if (tPoint->face_index == -1 && tPoint->neighbour_pixel != -1) tPoint->face_index = tempPoints[tPoint->neighbour_pixel].face_index;
 +                              if (tPoint->face_index != -1) active_points++;
 +                      }
 +              }
 +
 +              /*      If any effect enabled, create surface effect / wet layer
 +              *       neighbour lists. Processes possibly moving data. */
 +              if (surface_usesAdjData(surface)) {
 +
 +                      int i, cursor=0;
 +
 +                      /* Create a temporary array of final indexes (before unassigned
 +                      *  pixels have been dropped) */
 +                      for (i=0; i<w*h; i++) {
 +                              if (tempPoints[i].face_index != -1) {
 +                                      final_index[i] = cursor;
 +                                      cursor++;
 +                              }
 +                      }
 +                      /* allocate memory */
 +                      sData->total_points = w*h;
 +                      dynamicPaint_initAdjacencyData(surface, 0);
 +
 +                      if (sData->adj_data) {
 +                              PaintAdjData *ed = sData->adj_data;
 +                              unsigned int n_pos = 0;
 +                              //#pragma omp parallel for schedule(static)
 +                              for (ty = 0; ty < h; ty++)
 +                              {
 +                                      int tx;
 +                                      for (tx = 0; tx < w; tx++)
 +                                      {
 +                                              int i, index = tx+w*ty;
 +
 +                                              if (tempPoints[index].face_index != -1) {
 +                                                      ed->n_index[final_index[index]] = n_pos;
 +                                                      ed->n_num[final_index[index]] = 0;
 +
 +                                                      for (i=0; i<8; i++) {
 +
 +                                                              /* Try to find a neighbouring pixel in defined direction
 +                                                              *  If not found, -1 is returned */
 +                                                              int n_target = dynamicPaint_findNeighbourPixel(tempPoints, dm, uvname, w, h, tx, ty, i);
 +
 +                                                              if (n_target != -1) {
 +                                                                      ed->n_target[n_pos] = final_index[n_target];
 +                                                                      ed->n_num[final_index[index]]++;
 +                                                                      n_pos++;
 +                                                              }
 +                                                      }
 +                                              }
 +                                      }
 +                              }
 +                      }
 +              }
 +
 +              /* Create final surface data without inactive points */
 +              {
 +                      ImgSeqFormatData *f_data = MEM_callocN(sizeof(struct ImgSeqFormatData), "ImgSeqFormatData");
 +                      if (f_data) {
 +                              f_data->uv_p = MEM_callocN(active_points*sizeof(struct PaintUVPoint), "PaintUVPoint");
 +                              f_data->barycentricWeights = MEM_callocN(active_points*aa_samples*sizeof(struct Vec3f), "PaintUVPoint");
 +
 +                              if (!f_data->uv_p || !f_data->barycentricWeights) error=1;
 +                      }
 +                      else error=1;
 +
 +                      sData->total_points = active_points;
 +                      
 +                      /* in case of allocation error, free everything */
 +                      if (error) {
 +                              if (f_data) {
 +                                      if (f_data->uv_p) MEM_freeN(f_data->uv_p);
 +                                      if (f_data->barycentricWeights) MEM_freeN(f_data->barycentricWeights);
 +                                      MEM_freeN(f_data);
 +                              }
 +                      }
 +                      else {
 +                              int index, cursor = 0;
 +                              sData->total_points = active_points;
 +                              sData->format_data = f_data;
 +
 +                              for(index = 0; index < (w*h); index++) {
 +                                      if (tempPoints[index].face_index != -1) {
 +                                              memcpy(&f_data->uv_p[cursor], &tempPoints[index], sizeof(PaintUVPoint));
 +                                              memcpy(&f_data->barycentricWeights[cursor*aa_samples], &tempWeights[index*aa_samples], sizeof(Vec3f)*aa_samples);
 +                                              cursor++;
 +                                      }
 +                              }
 +                      }
 +              }
 +      }
 +      if (error==1) setError(canvas, "Not enough free memory.");
 +
 +      if (faceBB) MEM_freeN(faceBB);
 +      if (tempPoints) MEM_freeN(tempPoints);
 +      if (tempWeights) MEM_freeN(tempWeights);
 +      if (final_index) MEM_freeN(final_index);
 +
 +      /* Init surface type data */
 +      if (!error) {
 +              dynamicPaint_allocateSurfaceType(surface);
 +
 +#if 0
 +              /*  -----------------------------------------------------------------
 +              *       For debug, output pixel statuses to the color map
 +              *       -----------------------------------------------------------------*/
 +              #pragma omp parallel for schedule(static)
 +              for (index = 0; index < sData->total_points; index++)
 +              {
 +                      ImgSeqFormatData *f_data = (ImgSeqFormatData*)sData->format_data;
 +                      PaintUVPoint *uvPoint = &((PaintUVPoint*)f_data->uv_p)[index];
 +                      PaintPoint *pPoint = &((PaintPoint*)sData->type_data)[index];
 +                      pPoint->alpha=1.0f;
 +
 +                      /* Every pixel that is assigned as "edge pixel" gets blue color */
 +                      if (uvPoint->neighbour_pixel != -1) pPoint->color[2] = 1.0f;
 +                      /* and every pixel that finally got an polygon gets red color   */
 +                      if (uvPoint->face_index != -1) pPoint->color[0] = 1.0f;
 +                      /* green color shows pixel face index hash      */
 +                      if (uvPoint->face_index != -1) pPoint->color[1] = (float)(uvPoint->face_index % 255)/256.0f;
 +              }
 +
 +#endif
 +              dynamicPaint_setInitialColor(surface);
 +      }
 +
 +      return (error == 0);
 +}
 +
 +/*
 +*     Outputs an image file from uv surface data.
 +*/
 +void dynamicPaint_outputSurfaceImage(DynamicPaintSurface *surface, char* filename, short output_layer)
 +{
 +      int index;
 +      ImBuf* ibuf = NULL;
 +      PaintSurfaceData *sData = surface->data;
 +      ImgSeqFormatData *f_data = (ImgSeqFormatData*)sData->format_data;
 +      /* OpenEXR or PNG       */
 +      int format = (surface->image_fileformat & MOD_DPAINT_IMGFORMAT_OPENEXR) ? R_OPENEXR : R_PNG;
 +      char output_file[FILE_MAX];
 +
 +      if (!sData || !sData->type_data) {setError(surface->canvas, "Image save failed: Invalid surface.");return;}
 +      /* if selected format is openexr, but current build doesnt support one */
 +      #ifndef WITH_OPENEXR
 +      if (format == R_OPENEXR) format = R_PNG;
 +      #endif
 +      BLI_strncpy(output_file, filename, sizeof(output_file));
 +      BKE_add_image_extension(output_file, format);
 +
 +      /* Validate output file path    */
 +      BLI_path_abs(output_file, G.main->name);
 +      BLI_make_existing_file(output_file);
 +
 +      /* Init image buffer    */
 +      ibuf = IMB_allocImBuf(surface->image_resolution, surface->image_resolution, 32, IB_rectfloat);
 +      if (ibuf == NULL) {setError(surface->canvas, "Image save failed: Not enough free memory.");return;}
 +
 +      #pragma omp parallel for schedule(static)
 +      for (index = 0; index < sData->total_points; index++)
 +      {
 +              int pos=f_data->uv_p[index].pixel_index*4;      /* image buffer position */
 +
 +              /* Set values of preferred type */
 +              if (output_layer == 1) {
 +                      /* wetmap */
 +                      if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
 +                              PaintPoint *point = &((PaintPoint*)sData->type_data)[index];
 +                              float value = (point->wetness > 1.0f) ? 1.0f : point->wetness;
 +
 +                              ibuf->rect_float[pos]=value;
 +                              ibuf->rect_float[pos+1]=value;
 +                              ibuf->rect_float[pos+2]=value;
 +                              ibuf->rect_float[pos+3]=1.0f;
 +                      }
 +              }
 +              else if (output_layer == 0) {
 +                      /* Paintmap */
 +                      if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
 +                              PaintPoint *point = &((PaintPoint*)sData->type_data)[index];
 +
 +                              ibuf->rect_float[pos]   = point->color[0];
 +                              ibuf->rect_float[pos+1] = point->color[1];
 +                              ibuf->rect_float[pos+2] = point->color[2];
 +                              /* mix wet layer */
 +                              if (point->e_alpha) mixColors(&ibuf->rect_float[pos], point->alpha, point->e_color, point->e_alpha);
 +
 +                              /* use highest alpha    */
 +                              ibuf->rect_float[pos+3] = (point->e_alpha > point->alpha) ? point->e_alpha : point->alpha;
 +
 +                              /* Multiply color by alpha if enabled   */
 +                              if (surface->flags & MOD_DPAINT_MULALPHA) {
 +                                      ibuf->rect_float[pos]   *= ibuf->rect_float[pos+3];
 +                                      ibuf->rect_float[pos+1] *= ibuf->rect_float[pos+3];
 +                                      ibuf->rect_float[pos+2] *= ibuf->rect_float[pos+3];
 +                              }
 +                      }
 +                      /* displace */
 +                      else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {
 +                              float depth = ((float*)sData->type_data)[index];
 +                              if (surface->depth_clamp)
 +                                      depth /= surface->depth_clamp;
 +
 +                              if (surface->disp_type == MOD_DPAINT_DISP_DISPLACE) {
 +                                      depth = (0.5f - depth/2.0f);
 +                              }
 +
 +                              CLAMP(depth, 0.0f, 1.0f);
 +
 +                              ibuf->rect_float[pos]=depth;
 +                              ibuf->rect_float[pos+1]=depth;
 +                              ibuf->rect_float[pos+2]=depth;
 +                              ibuf->rect_float[pos+3]=1.0f;
 +                      }
 +                      /* waves */
 +                      else if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) {
 +                              PaintWavePoint *wPoint = &((PaintWavePoint*)sData->type_data)[index];
 +                              float depth = wPoint->height;
 +                              if (surface->depth_clamp)
 +                                              depth /= surface->depth_clamp;
 +                              depth = (0.5f + depth/2.0f);
 +                              CLAMP(depth, 0.0f, 1.0f);
 +
 +                              ibuf->rect_float[pos]=depth;
 +                              ibuf->rect_float[pos+1]=depth;
 +                              ibuf->rect_float[pos+2]=depth;
 +                              ibuf->rect_float[pos+3]=1.0f;
 +                      }
 +              }
 +      }
 +
 +      /* Set output format, png in case exr isnt supported */
 +      ibuf->ftype= PNG|95;
 +#ifdef WITH_OPENEXR
 +      if (format == R_OPENEXR) {      /* OpenEXR 32-bit float */
 +              ibuf->ftype = OPENEXR | OPENEXR_COMPRESS;
 +      }
 +#endif
 +
 +      /* Save image */
 +      IMB_saveiff(ibuf, output_file, IB_rectfloat);
 +      IMB_freeImBuf(ibuf);
 +}
 +
 +
 +/***************************** Material / Texture Sampling ******************************/
 +
 +/* stores a copy of required materials to allow doing adjustments
 +*  without interfering the render/preview */
 +typedef struct BrushMaterials {
 +      Material *mat;
 +      Material **ob_mats;
 +      int tot;
 +} BrushMaterials;
 +
 +/* Initialize materials for brush object:
 +*  Calculates inverse matrices for linked objects, updates
 +*  volume caches etc. */
 +static void dynamicPaint_updateBrushMaterials(Object *brushOb, Material *ui_mat, Scene *scene, BrushMaterials *bMats)
 +{
 +      /* Calculate inverse transformation matrix
 +      *  for this object */
 +      invert_m4_m4(brushOb->imat, brushOb->obmat);
 +      copy_m4_m4(brushOb->imat_ren, brushOb->imat);
 +
 +      /* Now process every material linked to this brush object */
 +      if ((ui_mat == NULL) && brushOb->mat && brushOb->totcol) {
 +              int i, tot=(*give_totcolp(brushOb));
 +
 +              /* allocate material pointer array */
 +              if (tot) {
 +                      bMats->ob_mats = MEM_callocN(sizeof(Material*)*(tot), "BrushMaterials");
 +                      for (i=0; i<tot; i++) {
 +                              bMats->ob_mats[i] = RE_init_sample_material(give_current_material(brushOb,(i+1)), scene);
 +                      }
 +              }
 +              bMats->tot = tot;
 +      }
 +      else {
 +              bMats->mat = RE_init_sample_material(ui_mat, scene);
 +      }
 +}
 +
 +/* free all data allocated by dynamicPaint_updateBrushMaterials() */
 +static void dynamicPaint_freeBrushMaterials(BrushMaterials *bMats)
 +{
 +      /* Now process every material linked to this brush object */
 +      if (bMats->ob_mats) {
 +              int i;
 +              for (i=0; i<bMats->tot; i++) {
 +                      RE_free_sample_material(bMats->ob_mats[i]);
 +              }
 +              MEM_freeN(bMats->ob_mats);
 +      }
 +      else if (bMats->mat) {
 +              RE_free_sample_material(bMats->mat);
 +      }
 +}
 +
 +/*
 +*     Get material diffuse color and alpha (including linked textures) in given coordinates
 +*/
 +void dynamicPaint_doMaterialTex(BrushMaterials *bMats, float color[3], float *alpha, Object *brushOb, const float volume_co[3], const float surface_co[3], int faceIndex, short isQuad, DerivedMesh *orcoDm)
 +{
 +      Material *mat = bMats->mat;
 +      MFace *mface = orcoDm->getFaceArray(orcoDm);
 +
 +      /* If no material defined, use the one assigned to the mesh face */
 +      if (mat == NULL) {
 +              if (bMats->ob_mats) {
 +                      int mat_nr = mface[faceIndex].mat_nr;
 +                      if (mat_nr >= (*give_totcolp(brushOb))) return;
 +                      mat = bMats->ob_mats[mat_nr];
 +                      if (mat == NULL) return;        /* No material assigned */
 +              }
 +              else return;
 +      }
 +
 +      RE_sample_material_color(mat, color, alpha, volume_co, surface_co, faceIndex, isQuad, orcoDm, brushOb);
 +}
 +
 +
 +/***************************** Ray / Nearest Point Utils ******************************/
 +
 +
 +/*  A modified callback to bvh tree raycast. The tree must bust have been built using bvhtree_from_mesh_faces.
 +*   userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
 +*  
 +*     To optimize brush detection speed this doesn't calculate hit coordinates or normal.
 +*     If ray hit the second half of a quad, no[0] is set to 1.0f.
 +*/
 +static void mesh_faces_spherecast_dp(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
 +{
 +      const BVHTreeFromMesh *data = (BVHTreeFromMesh*) userdata;
 +      MVert *vert     = data->vert;
 +      MFace *face = data->face + index;
 +      short quad = 0;
 +
 +      float *t0, *t1, *t2, *t3;
 +      t0 = vert[ face->v1 ].co;
 +      t1 = vert[ face->v2 ].co;
 +      t2 = vert[ face->v3 ].co;
 +      t3 = face->v4 ? vert[ face->v4].co : NULL;
 +
 +      do
 +      {       
 +              float dist = bvhtree_ray_tri_intersection(ray, hit->dist, t0, t1, t2);
 +
 +              if(dist >= 0 && dist < hit->dist)
 +              {
 +                      hit->index = index;
 +                      hit->dist = dist;
 +                      hit->no[0] = (quad) ? 1.0f : 0.0f;
 +              }
 +
 +              t1 = t2;
 +              t2 = t3;
 +              t3 = NULL;
 +              quad = 1;
 +
 +      } while(t2);
 +}
 +
 +/* A modified callback to bvh tree nearest point. The tree must bust have been built using bvhtree_from_mesh_faces.
 +*  userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
 +*  
 +*     To optimize brush detection speed this doesn't calculate hit normal.
 +*     If ray hit the second half of a quad, no[0] is set to 1.0f, else 0.0f
 +*/
 +static void mesh_faces_nearest_point_dp(void *userdata, int index, const float *co, BVHTreeNearest *nearest)
 +{
 +      const BVHTreeFromMesh *data = (BVHTreeFromMesh*) userdata;
 +      MVert *vert     = data->vert;
 +      MFace *face = data->face + index;
 +      short quad = 0;
 +
 +      float *t0, *t1, *t2, *t3;
 +      t0 = vert[ face->v1 ].co;
 +      t1 = vert[ face->v2 ].co;
 +      t2 = vert[ face->v3 ].co;
 +      t3 = face->v4 ? vert[ face->v4].co : NULL;
 +
 +      do
 +      {       
 +              float nearest_tmp[3], dist;
 +              int vertex, edge;
 +              
 +              dist = nearest_point_in_tri_surface(t0, t1, t2, co, &vertex, &edge, nearest_tmp);
 +              if(dist < nearest->dist)
 +              {
 +                      nearest->index = index;
 +                      nearest->dist = dist;
 +                      copy_v3_v3(nearest->co, nearest_tmp);
 +                      nearest->no[0] = (quad) ? 1.0f : 0.0f;
 +              }
 +
 +              t1 = t2;
 +              t2 = t3;
 +              t3 = NULL;
 +              quad = 1;
 +
 +      } while(t2);
 +}
 +
 +
 +/***************************** Brush Painting Calls ******************************/
 +
 +/*
 +*     Mix color values to canvas point.
 +*
 +*     surface : canvas surface
 +*     index : surface point index
 +*     paintFlags : paint object flags
 +*   paintColor,Alpha,Wetness : to be mixed paint values
 +*     timescale : value used to adjust time dependand
 +*                         operations when using substeps
 +*/
 +static void dynamicPaint_mixPaintColors(DynamicPaintSurface *surface, int index, int paintFlags, float *paintColor, float *paintAlpha, float *paintWetness, float *timescale)
 +{
 +      PaintPoint *pPoint = &((PaintPoint*)surface->data->type_data)[index];
 +
 +      /* Add paint    */
 +      if (!(paintFlags & MOD_DPAINT_ERASE)) {
 +              float mix[4];
 +              float temp_alpha = (*paintAlpha) * ((paintFlags & MOD_DPAINT_ABS_ALPHA) ? 1.0f : (*timescale));
 +
 +              /* mix brush color with wet layer color */
 +              blendColors(pPoint->e_color, pPoint->e_alpha, paintColor, temp_alpha, mix);
 +              copy_v3_v3(pPoint->e_color, mix);
 +
 +              /* mix wetness and alpha depending on selected alpha mode */
 +              if (paintFlags & MOD_DPAINT_ABS_ALPHA) {
 +                      /* update values to the brush level unless theyre higher already */
 +                      if (pPoint->e_alpha < (*paintAlpha)) pPoint->e_alpha = (*paintAlpha);
 +                      if (pPoint->wetness < (*paintWetness)) pPoint->wetness = (*paintWetness);
 +              }
 +              else {
 +                      float wetness = (*paintWetness);
 +                      CLAMP(wetness, 0.0f, 1.0f);
 +                      pPoint->e_alpha = mix[3];
 +                      pPoint->wetness = pPoint->wetness*(1.0f-wetness) + wetness;
 +              }
 +
 +              if (pPoint->wetness<MIN_WETNESS) pPoint->wetness = MIN_WETNESS;
 +
 +              pPoint->state = DPAINT_PAINT_NEW;
 +      }
 +      /* Erase paint  */
 +      else {
 +              float a_ratio, a_highest;
 +              float wetness;
 +              float invFact = 1.0f - (*paintAlpha);
 +
 +              /*
 +              *       Make highest alpha to match erased value
 +              *       but maintain alpha ratio
 +              */
 +              if (paintFlags & MOD_DPAINT_ABS_ALPHA) {
 +                      a_highest = (pPoint->e_alpha > pPoint->alpha) ? pPoint->e_alpha : pPoint->alpha;
 +                      if (a_highest > invFact) {
 +                              a_ratio = invFact / a_highest;
 +
 +                              pPoint->e_alpha *= a_ratio;
 +                              pPoint->alpha *= a_ratio;
 +                      }
 +              }
 +              else {
 +                      pPoint->e_alpha -= (*paintAlpha) * (*timescale);
 +                      if (pPoint->e_alpha < 0.0f) pPoint->e_alpha = 0.0f;
 +                      pPoint->alpha -= (*paintAlpha) * (*timescale);
 +                      if (pPoint->alpha < 0.0f) pPoint->alpha = 0.0f;
 +              }
 +
 +              wetness = (1.0f - (*paintWetness)) * pPoint->e_alpha;
 +              if (pPoint->wetness > wetness) pPoint->wetness = wetness;
 +      }
 +}
 +
 +/* applies given brush intersection value for wave surface */
 +static void dynamicPaint_mixWaveHeight(PaintWavePoint *wPoint, DynamicPaintBrushSettings *brush, float isect_height)
 +{
 +      int hit = 0;
 +      isect_height *= brush->wave_factor;
 +
 +      /* determine hit depending on wave_factor */
 +      if (brush->wave_factor > 0.0f && wPoint->height > isect_height)
 +              hit = 1;
 +      else if (brush->wave_factor < 0.0f && wPoint->height < isect_height)
 +              hit = 1;
 +
 +      if (hit) {
 +              if (brush->wave_type == MOD_DPAINT_WAVEB_DEPTH) {
 +                      wPoint->height = isect_height;
 +                      wPoint->state = DPAINT_WAVE_OBSTACLE;
 +                      wPoint->velocity = 0.0f;
 +              }
 +              else if (brush->wave_type == MOD_DPAINT_WAVEB_FORCE)
 +                      wPoint->velocity = isect_height;
 +              else if (brush->wave_type == MOD_DPAINT_WAVEB_REFLECT)
 +                      wPoint->state = DPAINT_WAVE_REFLECT_ONLY;
 +      }
 +}
 +
 +/*
 +*     add brush results to the surface data depending on surface type
 +*/
 +static void dynamicPaint_updatePointData(DynamicPaintSurface *surface, unsigned int index, DynamicPaintBrushSettings *brush,
 +                                                                               float paint[3], float influence, float depth, float vel_factor, float timescale)
 +{
 +              PaintSurfaceData *sData = surface->data;
 +              float strength = influence * brush->alpha;
 +              CLAMP(strength, 0.0f, 1.0f);
 +
 +              /* Sample velocity colorband if required */
 +              if (brush->flags & (MOD_DPAINT_VELOCITY_ALPHA|MOD_DPAINT_VELOCITY_COLOR|MOD_DPAINT_VELOCITY_DEPTH)) {
 +                      float coba_res[4];
 +                      vel_factor /= brush->max_velocity;
 +                      CLAMP(vel_factor, 0.0f, 1.0f);
 +
 +                      if (do_colorband(brush->vel_ramp, vel_factor, coba_res)) {
 +                              if (brush->flags & MOD_DPAINT_VELOCITY_COLOR) {
 +                                      paint[0] = coba_res[0];
 +                                      paint[1] = coba_res[1];
 +                                      paint[2] = coba_res[2];
 +                              }
 +                              if (brush->flags & MOD_DPAINT_VELOCITY_ALPHA)
 +                                      strength *= coba_res[3];
 +                              if (brush->flags & MOD_DPAINT_VELOCITY_DEPTH)
 +                                      depth *= coba_res[3];
 +                      }
 +              }
 +
 +              /* mix paint surface */
 +              if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
 +
 +                      float paintWetness = brush->wetness * strength;
 +                      float paintAlpha = strength;
 +
 +                      dynamicPaint_mixPaintColors(surface, index, brush->flags, paint, &paintAlpha, &paintWetness, &timescale);
 +
 +              }
 +              /* displace surface */
 +              else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {
 +                      float *value = (float*)sData->type_data;
 +
 +                      if (surface->flags & MOD_DPAINT_DISP_INCREMENTAL)
 +                              depth = value[index] + depth;
 +
 +                      if (surface->depth_clamp) {
 +                              CLAMP(depth, 0.0f-surface->depth_clamp, surface->depth_clamp);
 +                      }
 +
 +                      if (brush->flags & MOD_DPAINT_ERASE) {
 +                              value[index] *= (1.0f - strength);
 +                              if (value[index] < 0.0f) value[index] = 0.0f;
 +                      }
 +                      else {
 +                              if (value[index] < depth) value[index] = depth;
 +                      }
 +              }
 +              /* vertex weight group surface */
 +              else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) {
 +                      float *value = (float*)sData->type_data;
 +
 +                      if (brush->flags & MOD_DPAINT_ERASE) {
 +                              value[index] *= (1.0f - strength);
 +                              if (value[index] < 0.0f) value[index] = 0.0f;
 +                      }
 +                      else {
 +                              if (value[index] < strength) value[index] = strength;
 +                      }
 +              }
 +              /* wave surface */
 +              else if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) {
 +                      if (brush->wave_clamp) {
 +                              CLAMP(depth, 0.0f-brush->wave_clamp, brush->wave_clamp);
 +                      }
 +
 +                      dynamicPaint_mixWaveHeight(&((PaintWavePoint*)sData->type_data)[index],
 +                              brush, 0.0f-depth);
 +              }
 +
 +              /* doing velocity based painting */
 +              if (sData->bData->brush_velocity) {
 +                      sData->bData->brush_velocity[index*4+3] *= influence;
 +              }
 +}
 +
 +/* checks whether surface and brush bounds intersect depending on brush type */
 +static int meshBrush_boundsIntersect(Bounds3D *b1, Bounds3D *b2, DynamicPaintBrushSettings *brush)
 +{
 +      if (brush->collision == MOD_DPAINT_COL_VOLUME)
 +              return boundsIntersect(b1, b2);
 +      else if (brush->collision == MOD_DPAINT_COL_DIST || brush->collision == MOD_DPAINT_COL_VOLDIST)
 +              return boundsIntersectDist(b1, b2, brush->paint_distance);
 +      else return 1;
 +}
 +
 +/* calculate velocity for mesh vertices */
 +static void dynamicPaint_brushMeshCalculateVelocity(Scene *scene, Object *ob, DynamicPaintBrushSettings *brush, Vec3f **brushVel, float timescale)
 +{
 +      int i;
 +      float prev_obmat[4][4];
 +      DerivedMesh *dm_p, *dm_c;
 +      MVert *mvert_p, *mvert_c;
 +      int numOfVerts_p, numOfVerts_c;
 +
 +      float cur_sfra = scene->r.subframe;
 +      int cur_fra = scene->r.cfra;
 +      float prev_sfra = cur_sfra - timescale;
 +      int prev_fra = cur_fra;
 +
 +      if (prev_sfra < 0.0f) {
 +              prev_sfra += 1.0f;
 +              prev_fra = cur_fra - 1;
 +      }
 +
 +      /* previous frame dm */
 +      scene->r.cfra = prev_fra;
 +      scene->r.subframe = prev_sfra;
 +
 +      subframe_updateObject(scene, ob, UPDATE_EVERYTHING, BKE_curframe(scene));
 +      dm_p = CDDM_copy(brush->dm);
 +      numOfVerts_p = dm_p->getNumVerts(dm_p);
 +      mvert_p = dm_p->getVertArray(dm_p);
 +      copy_m4_m4(prev_obmat, ob->obmat);
 +
 +      /* current frame dm */
 +      scene->r.cfra = cur_fra;
 +      scene->r.subframe = cur_sfra;
 +
 +      subframe_updateObject(scene, ob, UPDATE_EVERYTHING, BKE_curframe(scene));
 +      dm_c = brush->dm;
 +      numOfVerts_c = dm_c->getNumVerts(dm_c);
 +      mvert_c = dm_p->getVertArray(dm_c);
 +
 +      (*brushVel) = (struct Vec3f *) MEM_mallocN(numOfVerts_c*sizeof(Vec3f), "Dynamic Paint brush velocity");
 +      if (!(*brushVel)) return;
 +
 +      /* if mesh is constructive -> num of verts has changed,
 +      *  only use current frame derived mesh */
 +      if (numOfVerts_p != numOfVerts_c)
 +              mvert_p = mvert_c;
 +
 +      /* calculate speed */
 +      #pragma omp parallel for schedule(static)
 +      for (i=0; i<numOfVerts_c; i++) {
 +              float p1[3], p2[3];
 +
 +              copy_v3_v3(p1, mvert_p[i].co);
 +              mul_m4_v3(prev_obmat, p1);
 +
 +              copy_v3_v3(p2, mvert_c[i].co);
 +              mul_m4_v3(ob->obmat, p2);
 +
 +              sub_v3_v3v3((*brushVel)[i].v, p2, p1);
 +              mul_v3_fl((*brushVel)[i].v, 1.0f/timescale);
 +      }
 +
 +      dm_p->release(dm_p);
 +}
 +
 +/* calculate velocity for object center point */
 +static void dynamicPaint_brushObjectCalculateVelocity(Scene *scene, Object *ob, DynamicPaintBrushSettings *brush, Vec3f *brushVel, float timescale)
 +{
 +      float prev_obmat[4][4];
 +      float cur_loc[3] = {0.0f}, prev_loc[3] = {0.0f};
 +
 +      float cur_sfra = scene->r.subframe;
 +      int cur_fra = scene->r.cfra;
 +      float prev_sfra = cur_sfra - timescale;
 +      int prev_fra = cur_fra;
 +
 +      if (prev_sfra < 0.0f) {
 +              prev_sfra += 1.0f;
 +              prev_fra = cur_fra - 1;
 +      }
 +
 +      /* previous frame dm */
 +      scene->r.cfra = prev_fra;
 +      scene->r.subframe = prev_sfra;
 +      subframe_updateObject(scene, ob, UPDATE_PARENTS, BKE_curframe(scene));
 +      copy_m4_m4(prev_obmat, ob->obmat);
 +
 +      /* current frame dm */
 +      scene->r.cfra = cur_fra;
 +      scene->r.subframe = cur_sfra;
 +      subframe_updateObject(scene, ob, UPDATE_PARENTS, BKE_curframe(scene));
 +
 +      /* calculate speed */
 +      mul_m4_v3(prev_obmat, prev_loc);
 +      mul_m4_v3(ob->obmat, cur_loc);
 +
 +      sub_v3_v3v3(brushVel->v, cur_loc, prev_loc);
 +      mul_v3_fl(brushVel->v, 1.0f/timescale);
 +}
 +
 +/*
 +*     Paint a brush object mesh to the surface
 +*/
 +static int dynamicPaint_paintMesh(DynamicPaintSurface *surface, DynamicPaintBrushSettings *brush, Object *canvasOb, Object *brushOb, BrushMaterials *bMats, Scene *scene, float timescale)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      PaintBakeData *bData = sData->bData;
 +      DerivedMesh *dm = NULL;
 +      Vec3f *brushVelocity = NULL;
 +      MVert *mvert = NULL;
 +      MFace *mface = NULL;
 +
 +      if (brush->flags & MOD_DPAINT_USES_VELOCITY)
 +              dynamicPaint_brushMeshCalculateVelocity(scene, brushOb, brush, &brushVelocity, timescale);
 +
 +      if (!brush->dm) return 0;
 +      {
 +              BVHTreeFromMesh treeData = {0};
 +              float avg_brushNor[3] = {0.0f};
 +              int numOfVerts;
 +              int ii;
 +              Bounds3D mesh_bb = {0};
 +              VolumeGrid *grid = bData->grid;
 +
 +              dm = CDDM_copy(brush->dm);
 +              mvert = dm->getVertArray(dm);
 +              mface = dm->getFaceArray(dm);
 +              numOfVerts = dm->getNumVerts(dm);
 +
 +              /*      Transform collider vertices to global space
 +              *       (Faster than transforming per surface point
 +              *       coordinates and normals to object space) */
 +              for (ii=0; ii<numOfVerts; ii++) {
 +                      mul_m4_v3(brushOb->obmat, mvert[ii].co);
 +                      boundInsert(&mesh_bb, mvert[ii].co);
 +
 +                      /* for project brush calculate average normal */
 +                      if (brush->collision & MOD_DPAINT_COL_DIST && brush->flags & MOD_DPAINT_PROX_PROJECT) {
 +                              float nor[3];
 +                              normal_short_to_float_v3(nor, mvert[ii].no);
 +                              mul_mat3_m4_v3(brushOb->obmat, nor);
 +                              normalize_v3(nor);
 +
 +                              add_v3_v3(avg_brushNor, nor);
 +                      }
 +              }
 +
 +              if (brush->collision & MOD_DPAINT_COL_DIST && brush->flags & MOD_DPAINT_PROX_PROJECT) {
 +                      mul_v3_fl(avg_brushNor, 1.0f/(float)numOfVerts);
 +                      /* instead of null vector use positive z */
 +                      if (!(MIN3(avg_brushNor[0],avg_brushNor[1],avg_brushNor[2])))
 +                              avg_brushNor[2] = 1.0f;
 +                      else
 +                              normalize_v3(avg_brushNor);
 +              }
 +
 +              /* check bounding box collision */
 +              if(grid && meshBrush_boundsIntersect(&grid->grid_bounds, &mesh_bb, brush))
 +              /* Build a bvh tree from transformed vertices   */
 +              if (bvhtree_from_mesh_faces(&treeData, dm, 0.0f, 4, 8))
 +              {
 +                      int c_index;
 +                      int total_cells = grid->dim[0]*grid->dim[1]*grid->dim[2];
 +
 +                      /* loop through space partitioning grid */
 +                      for (c_index=0; c_index<total_cells; c_index++) {
 +                              int id;
 +
 +                              /* check grid cell bounding box */
 +                              if (!grid->s_num[c_index] || !meshBrush_boundsIntersect(&grid->bounds[c_index], &mesh_bb, brush))
 +                                      continue;
 +
 +                              /* loop through cell points and process brush */
 +                              #pragma omp parallel for schedule(static)
 +                              for (id = 0; id < grid->s_num[c_index]; id++)
 +                              {
 +                                      int index = grid->t_index[grid->s_pos[c_index] + id];
 +                                      int ss, samples = bData->s_num[index];
 +                                      float total_sample = (float)samples;
 +                                      float brushStrength = 0.0f;     /* brush influence factor */
 +                                      float depth = 0.0f;             /* brush intersection depth */
 +                                      float velocity_val = 0.0f;
 +
 +                                      float paintColor[3] = {0.0f};
 +                                      int numOfHits = 0;
 +
 +                                      /* for image sequence anti-aliasing, use gaussian factors */
 +                                      if (samples > 1 && surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ)
 +                                              total_sample = gaussianTotal;
 +
 +                                      /* Supersampling        */
 +                                      for (ss=0; ss<samples; ss++)
 +                                      {
 +
 +                                              float ray_start[3], ray_dir[3];
 +                                              float colorband[4] = {0.0f};
 +                                              float sample_factor;
 +                                              float sampleStrength = 0.0f;
 +                                              BVHTreeRayHit hit;
 +                                              BVHTreeNearest nearest;
 +                                              short hit_found = 0;
 +
 +                                              /* hit data     */
 +                                              float hitCoord[3];
 +                                              int hitFace = -1;
 +                                              short hitQuad;
 +
 +                                              /* Supersampling factor */
 +                                              if (samples > 1 && surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ)
 +                                                      sample_factor = gaussianFactors[ss];
 +                                              else
 +                                                      sample_factor = 1.0f;
 +
 +                                              /* Get current sample position in world coordinates     */
 +                                              copy_v3_v3(ray_start, bData->realCoord[bData->s_pos[index]+ss].v);
 +                                              copy_v3_v3(ray_dir, bData->bNormal[index].invNorm);
 +
 +                                              /* a simple hack to minimize chance of ray leaks at identical ray <-> edge locations */
 +                                              add_v3_fl(ray_start, 0.001f);
 +
 +                                              hit.index = -1;
 +                                              hit.dist = 9999;
 +                                              nearest.index = -1;
 +                                              nearest.dist = brush->paint_distance * brush->paint_distance; /* find_nearest uses squared distance */
 +
 +                                              /* Check volume collision       */
 +                                              if (brush->collision == MOD_DPAINT_COL_VOLUME || brush->collision == MOD_DPAINT_COL_VOLDIST)
 +                                              if(BLI_bvhtree_ray_cast(treeData.tree, ray_start, ray_dir, 0.0f, &hit, mesh_faces_spherecast_dp, &treeData) != -1)
 +                                              {
 +                                                      /* We hit a triangle, now check if collision point normal is facing the point   */
 +
 +                                                      /*      For optimization sake, hit point normal isn't calculated in ray cast loop       */
 +                                                      int v1=mface[hit.index].v1, v2=mface[hit.index].v2, v3=mface[hit.index].v3, quad=(hit.no[0] == 1.0f);
 +                                                      float dot;
 +
 +                                                      if (quad) {v2=mface[hit.index].v3; v3=mface[hit.index].v4;}
 +                                                      normal_tri_v3( hit.no, mvert[v1].co, mvert[v2].co, mvert[v3].co);
 +                                                      dot = ray_dir[0]*hit.no[0] + ray_dir[1]*hit.no[1] + ray_dir[2]*hit.no[2];
 +
 +                                                      /*  If ray and hit face normal are facing same direction
 +                                                      *       hit point is inside a closed mesh. */
 +                                                      if (dot>=0)
 +                                                      {
 +                                                              float dist = hit.dist;
 +                                                              int f_index = hit.index;
 +
 +                                                              /* Also cast a ray in opposite direction to make sure
 +                                                              *  point is at least surrounded by two brush faces */
 +                                                              mul_v3_fl(ray_dir, -1.0f);
 +                                                              hit.index = -1;
 +                                                              hit.dist = 9999;
 +
 +                                                              BLI_bvhtree_ray_cast(treeData.tree, ray_start, ray_dir, 0.0f, &hit, mesh_faces_spherecast_dp, &treeData);
 +
 +                                                              if(hit.index != -1) {
 +                                                                      /* Add factor on supersample filter     */
 +                                                                      sampleStrength += sample_factor;
 +                                                                      hit_found = HIT_VOLUME;
 +
 +                                                                      /* Mark hit info */
 +                                                                      madd_v3_v3v3fl(hitCoord, ray_start, ray_dir, hit.dist); /* Calculate final hit coordinates */
 +                                                                      depth += dist*sample_factor;
 +                                                                      hitFace = f_index;
 +                                                                      hitQuad = quad;
 +                                                              }
 +                                                      }
 +                                              }
 +                                      
 +                                              /* Check proximity collision    */
 +                                              if ((brush->collision == MOD_DPAINT_COL_DIST || brush->collision == MOD_DPAINT_COL_VOLDIST) &&
 +                                                      (!hit_found || (brush->flags & MOD_DPAINT_INVERSE_PROX)))
 +                                              {
 +                                                      float proxDist = -1.0f;
 +                                                      float hitCo[3];
 +                                                      short hQuad;
 +                                                      int face;
 +
 +                                                      /* if inverse prox and no hit found, skip this sample */
 +                                                      if (brush->flags & MOD_DPAINT_INVERSE_PROX && !hit_found) continue;
 +
 +                                                      /* If pure distance proximity, find the nearest point on the mesh */
 +                                                      if (brush->collision != MOD_DPAINT_COL_DIST || !(brush->flags & MOD_DPAINT_PROX_PROJECT)) {
 +                                                              if (BLI_bvhtree_find_nearest(treeData.tree, ray_start, &nearest, mesh_faces_nearest_point_dp, &treeData) != -1) {
 +                                                                      proxDist = sqrt(nearest.dist);
 +                                                                      copy_v3_v3(hitCo, nearest.co);
 +                                                                      hQuad = (nearest.no[0] == 1.0f);
 +                                                                      face = nearest.index;
 +                                                              }
 +                                                      }
 +                                                      else { /* else cast a ray in defined projection direction */
 +                                                              float proj_ray[3] = {0.0f};
 +
 +                                                              if (brush->ray_dir == MOD_DPAINT_RAY_CANVAS) {
 +                                                                      copy_v3_v3(proj_ray, bData->bNormal[index].invNorm);
 +                                                                      negate_v3(proj_ray);
 +                                                              }
 +                                                              else if (brush->ray_dir == MOD_DPAINT_RAY_BRUSH_AVG) {
 +                                                                      copy_v3_v3(proj_ray, avg_brushNor);
 +                                                              }
 +                                                              else  { /* MOD_DPAINT_RAY_ZPLUS */
 +                                                                      proj_ray[2] = 1.0f;
 +                                                              }
 +                                                              hit.index = -1;
 +                                                              hit.dist = brush->paint_distance;
 +
 +                                                              /* Do a face normal directional raycast, and use that distance  */
 +                                                              if(BLI_bvhtree_ray_cast(treeData.tree, ray_start, proj_ray, 0.0f, &hit, mesh_faces_spherecast_dp, &treeData) != -1)
 +                                                              {
 +                                                                      proxDist = hit.dist;
 +                                                                      madd_v3_v3v3fl(hitCo, ray_start, proj_ray, hit.dist);   /* Calculate final hit coordinates */
 +                                                                      hQuad = (hit.no[0] == 1.0f);
 +                                                                      face = hit.index;
 +                                                              }
 +                                                      }
 +
 +                                                      /* If a hit was found, calculate required values        */
 +                                                      if (proxDist >= 0.0f && proxDist <= brush->paint_distance) {
 +                                                              float dist_rate = proxDist / brush->paint_distance;
 +                                                              float prox_influence = 0.0f;
 +
 +                                                              /* in case of inverse prox also undo volume effect */
 +                                                              if (brush->flags & MOD_DPAINT_INVERSE_PROX) {
 +                                                                      sampleStrength -= sample_factor;
 +                                                                      dist_rate = 1.0f - dist_rate;
 +                                                              }
 +
 +                                                              /* if using proximity color ramp use it's alpha */
 +                                                              if (brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP && do_colorband(brush->paint_ramp, dist_rate, colorband))
 +                                                                      prox_influence = colorband[3];
 +                                                              else if (brush->proximity_falloff == MOD_DPAINT_PRFALL_SMOOTH) {
 +                                                                      prox_influence = (1.0f - dist_rate) * sample_factor;
 +                                                              }
 +                                                              else prox_influence = (brush->flags & MOD_DPAINT_INVERSE_PROX) ? 0.0f : 1.0f;
 +
 +                                                              hit_found = HIT_PROXIMITY;
 +                                                              sampleStrength += prox_influence*sample_factor;
 +
 +                                                              /* if no volume hit, use prox point face info */
 +                                                              if (hitFace == -1) {
 +                                                                      copy_v3_v3(hitCoord, hitCo);
 +                                                                      hitQuad = hQuad;
 +                                                                      hitFace = face;
 +                                                              }
 +                                                      }
 +                                              }
 +
 +                                              if (!hit_found) continue;
 +
 +                                              /* velocity brush, only do on main sample */
 +                                              if (brush->flags & MOD_DPAINT_USES_VELOCITY && ss==0 && brushVelocity) {
 +                                                      int v1,v2,v3;
 +                                                      float weights[4];
 +                                                      float brushPointVelocity[3];
 +                                                      float velocity[3];
 +
 +                                                      if (!hitQuad) {
 +                                                              v1 = mface[hitFace].v1;
 +                                                              v2 = mface[hitFace].v2;
 +                                                              v3 = mface[hitFace].v3;
 +                                                      }
 +                                                      else {
 +                                                              v1 = mface[hitFace].v2;
 +                                                              v2 = mface[hitFace].v3;
 +                                                              v3 = mface[hitFace].v4;
 +                                                      }
 +                                                      /* calculate barycentric weights for hit point */
 +                                                      interp_weights_face_v3(weights, mvert[v1].co, mvert[v2].co, mvert[v3].co, NULL, hitCoord);
 +
 +                                                      /* simple check based on brush surface velocity,
 +                                                      *  todo: perhaps implement something that handles volume movement as well */
 +                                                      
 +                                                      /* interpolate vertex speed vectors to get hit point velocity */        
 +                                                      interp_v3_v3v3v3(       brushPointVelocity,
 +                                                                                              brushVelocity[v1].v,
 +                                                                                              brushVelocity[v2].v,
 +                                                                                              brushVelocity[v3].v, weights);
 +
 +                                                      /* substract canvas point velocity */
 +                                                      if (bData->velocity) {
 +                                                              sub_v3_v3v3(velocity, brushPointVelocity, bData->velocity[index].v);
 +                                                      }
 +                                                      else {
 +                                                              copy_v3_v3(velocity, brushPointVelocity);
 +                                                      }
 +                                                      velocity_val = len_v3(velocity);
 +
 +                                                      /* if brush has smudge enabled store brush velocity */
 +                                                      if (brush->flags & MOD_DPAINT_DO_SMUDGE && bData->brush_velocity) {
 +                                                              copy_v3_v3(&bData->brush_velocity[index*4], velocity);
 +                                                              mul_v3_fl(&bData->brush_velocity[index*4], 1.0f/velocity_val);
 +                                                              bData->brush_velocity[index*4+3] = velocity_val;
 +                                                      }
 +                                              }
 +
 +                                              /*
 +                                              *       Process hit color and alpha
 +                                              */
 +                                              if (surface->type == MOD_DPAINT_SURFACE_T_PAINT)
 +                                              {
 +                                                      float sampleColor[3];
 +                                                      float alpha_factor = 1.0f;
 +
 +                                                      sampleColor[0] = brush->r;
 +                                                      sampleColor[1] = brush->g;
 +                                                      sampleColor[2] = brush->b;
 +                                              
 +                                                      /* Get material+textures color on hit point if required */
-                       if (brush->flags & MOD_DPAINT_USE_MATERIAL) {
++                                                      if (brush_usesMaterial(brush, scene))
 +                                                              dynamicPaint_doMaterialTex(bMats, sampleColor, &alpha_factor, brushOb, bData->realCoord[bData->s_pos[index]+ss].v, hitCoord, hitFace, hitQuad, brush->dm);
 +
 +                                                      /* Sample proximity colorband if required       */
 +                                                      if ((hit_found == HIT_PROXIMITY) && (brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP)) {
 +                                                              if (!(brush->flags & MOD_DPAINT_RAMP_ALPHA)) {
 +                                                                      sampleColor[0] = colorband[0];
 +                                                                      sampleColor[1] = colorband[1];
 +                                                                      sampleColor[2] = colorband[2];
 +                                                              }
 +                                                      }
 +
 +                                                      /* Add AA sample */
 +                                                      paintColor[0] += sampleColor[0];
 +                                                      paintColor[1] += sampleColor[1];
 +                                                      paintColor[2] += sampleColor[2];
 +                                                      sampleStrength *= alpha_factor;
 +                                                      numOfHits++;
 +                                              }
 +
 +                                              /* apply sample strength */
 +                                              brushStrength += sampleStrength;
 +                                      } // end supersampling
 +
 +
 +                                      /* if any sample was inside paint range */
 +                                      if (brushStrength > 0.0f || depth > 0.0f) {
 +
 +                                              /* apply supersampling results  */
 +                                              if (samples > 1) {
 +                                                      brushStrength /= total_sample;
 +                                              }
 +                                              CLAMP(brushStrength, 0.0f, 1.0f);
 +
 +                                              if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
 +                                                      /* Get final pixel color and alpha      */
 +                                                      paintColor[0] /= numOfHits;
 +                                                      paintColor[1] /= numOfHits;
 +                                                      paintColor[2] /= numOfHits;
 +                                              }
 +                                              /* get final object space depth */
 +                                              else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE ||
 +                                                              surface->type == MOD_DPAINT_SURFACE_T_WAVE) {
 +                                                      depth /= bData->bNormal[index].normal_scale * total_sample;
 +                                              }
 +                                              
 +                                              dynamicPaint_updatePointData(surface, index, brush, paintColor, brushStrength, depth, velocity_val, timescale);
 +                                      }
 +                              }
 +                      }
 +              }
 +              /* free bvh tree */
 +              free_bvhtree_from_mesh(&treeData);
 +              dm->release(dm);
 +
 +      }
 +
 +      /* free brush velocity data */
 +      if (brushVelocity)
 +              MEM_freeN(brushVelocity);
 +
 +      return 1;
 +}
 +
 +/*
 +*     Paint a particle system to the surface
 +*/
 +static int dynamicPaint_paintParticles(DynamicPaintSurface *surface, ParticleSystem *psys, DynamicPaintBrushSettings *brush, Object *canvasOb, float timescale)
 +{
 +      ParticleSettings *part=psys->part;
 +      ParticleData *pa = NULL;
 +      PaintSurfaceData *sData = surface->data;
 +      PaintBakeData *bData = sData->bData;
 +      VolumeGrid *grid = bData->grid; 
 +
 +      KDTree *tree;
 +      int particlesAdded = 0;
 +      int invalidParticles = 0;
 +      int p = 0;
 +
 +      float solidradius = (brush->flags & MOD_DPAINT_PART_RAD) ? psys->part->size : brush->particle_radius;
 +      float smooth = brush->particle_smooth;
 +
 +      float range = solidradius + smooth;
 +      float particle_timestep = 0.04f * part->timetweak;
 +
 +      Bounds3D part_bb;
 +
 +      if (psys->totpart < 1) return 1;
 +
 +      /*
 +      *       Build a kd-tree to optimize distance search
 +      */
 +      tree= BLI_kdtree_new(psys->totpart);
 +
 +      /* loop through particles and insert valid ones to the tree     */
 +      for(p=0, pa=psys->particles; p<psys->totpart; p++, pa++)        {
 +
 +              /* Proceed only if particle is active   */
 +              if(pa->alive == PARS_UNBORN && (part->flag & PART_UNBORN)==0) continue;                                                                 
 +              else if(pa->alive == PARS_DEAD && (part->flag & PART_DIED)==0) continue;                                                                        
 +              else if(pa->flag & PARS_NO_DISP || pa->flag & PARS_UNEXIST) continue;
 +
 +              /*      for debug purposes check if any NAN particle proceeds
 +              *       For some reason they get past activity check, this should rule most of them out */
 +              if (isnan(pa->state.co[0]) || isnan(pa->state.co[1]) || isnan(pa->state.co[2])) {invalidParticles++;continue;}
 +
 +              /* make sure particle is close enough to canvas */
 +              if (!boundIntersectPoint(&grid->grid_bounds, pa->state.co, range)) continue;
 +
 +              BLI_kdtree_insert(tree, p, pa->state.co, NULL);
 +
 +              /* calc particle system bounds */
 +              boundInsert(&part_bb, pa->state.co);
 +
 +              particlesAdded++;
 +      }
 +      if (invalidParticles)
 +              printf("Warning: Invalid particle(s) found!\n");
 +
 +      /* If no suitable particles were found, exit    */
 +      if (particlesAdded < 1) {
 +              BLI_kdtree_free(tree);
 +              return 1;
 +      }
 +
 +      /* begin thread safe malloc */
 +      BLI_begin_threaded_malloc();
 +
 +      /* only continue if particle bb is close enough to canvas bb */
 +      if (boundsIntersectDist(&grid->grid_bounds, &part_bb, range))
 +      {
 +              int c_index;
 +              int total_cells = grid->dim[0]*grid->dim[1]*grid->dim[2];
 +              
 +              /* balance tree */
 +              BLI_kdtree_balance(tree);
 +
 +              /* loop through space partitioning grid */
 +              for (c_index=0; c_index<total_cells; c_index++) {
 +                      int id;
 +
 +                      /* check cell bounding box */
 +                      if (!grid->s_num[c_index] ||
 +                              !boundsIntersectDist(&grid->bounds[c_index], &part_bb, range))
 +                              continue;
 +
 +                      /* loop through cell points */
 +                      #pragma omp parallel for schedule(static)
 +                      for (id = 0; id < grid->s_num[c_index]; id++)
 +                      {
 +                              int index = grid->t_index[grid->s_pos[c_index] + id];
 +                              float disp_intersect = 0.0f;
 +                              float radius = 0.0f;
 +                              float strength = 0.0f;
 +                              float velocity_val = 0.0f;
 +                              int part_index;
 +
 +                              /*
 +                              *       With predefined radius, there is no variation between particles.
 +                              *       It's enough to just find the nearest one.
 +                              */
 +                              {
 +                                      KDTreeNearest nearest;
 +                                      float smooth_range, part_solidradius;
 +
 +                                      /* Find nearest particle and get distance to it */
 +                                      BLI_kdtree_find_nearest(tree, bData->realCoord[bData->s_pos[index]].v, NULL, &nearest);
 +                                      /* if outside maximum range, no other particle can influence either */
 +                                      if (nearest.dist > range) continue;
 +
 +                                      if (brush->flags & MOD_DPAINT_PART_RAD) {
 +                                              /* use particles individual size */
 +                                              ParticleData *pa = psys->particles + nearest.index;
 +                                              part_solidradius = pa->size;
 +                                      }
 +                                      else {
 +                                              part_solidradius = solidradius;
 +                                      }
 +                                      radius = part_solidradius + smooth;
 +                                      if (nearest.dist < radius) {
 +                                              /* distances inside solid radius has maximum influence -> dist = 0      */
 +                                              smooth_range = (nearest.dist - part_solidradius);
 +                                              if (smooth_range<0.0f) smooth_range=0.0f;
 +                                              /* do smoothness if enabled     */
 +                                              if (smooth) smooth_range/=smooth;
 +
 +                                              strength = 1.0f - smooth_range;
 +                                              disp_intersect = radius - nearest.dist;
 +                                              part_index = nearest.index;
 +                                      }
 +                              }
 +                              /* If using random per particle radius and closest particle didn't give max influence   */
 +                              if (brush->flags & MOD_DPAINT_PART_RAD && strength < 1.0f && psys->part->randsize > 0.0f) {
 +                                      /*
 +                                      *       If we use per particle radius, we have to sample all particles
 +                                      *       within max radius range
 +                                      */
 +                                      KDTreeNearest *nearest;
 +
 +                                      int n, particles = 0;
 +                                      float smooth_range = smooth * (1.0f-strength), dist;
 +                                      /* calculate max range that can have particles with higher influence than the nearest one */
 +                                      float max_range = smooth - strength*smooth + solidradius;
 +
 +                                      particles = BLI_kdtree_range_search(tree, max_range, bData->realCoord[bData->s_pos[index]].v, NULL, &nearest);
 +
 +                                      /* Find particle that produces highest influence */
 +                                      for(n=0; n<particles; n++) {
 +                                              ParticleData *pa = psys->particles + nearest[n].index;
 +                                              float s_range;
 +
 +                                              /* skip if out of range */
 +                                              if (nearest[n].dist > (pa->size + smooth))
 +                                                      continue;
 +
 +                                              /* update hit data */
 +                                              s_range = nearest[n].dist - pa->size;
 +                                              /* skip if higher influence is already found */
 +                                              if (smooth_range < s_range)
 +                                                      continue;
 +
 +                                              /* update hit data */
 +                                              smooth_range = s_range;
 +                                              dist = nearest[n].dist;
 +                                              part_index = nearest[n].index;
 +
 +                                              /* If inside solid range and no disp depth required, no need to seek further */
 +                                              if (s_range < 0.0f)
 +                                              if (surface->type != MOD_DPAINT_SURFACE_T_DISPLACE &&
 +                                                      surface->type != MOD_DPAINT_SURFACE_T_WAVE)
 +                                                      break;
 +                                      }
 +
 +                                      if (nearest) MEM_freeN(nearest);
 +
 +                                      /* now calculate influence for this particle */
 +                                      {
 +                                              float rad = radius + smooth, str;
 +                                              if ((rad-dist) > disp_intersect) {
 +                                                      disp_intersect = radius - dist;
 +                                                      radius = rad;
 +                                              }
 +
 +                                              /* do smoothness if enabled     */
 +                                              if (smooth_range<0.0f) smooth_range=0.0f;
 +                                              if (smooth) smooth_range/=smooth;
 +                                              str = 1.0f - smooth_range;
 +                                              /* if influence is greater, use this one        */
 +                                              if (str > strength) strength = str;
 +                                      }
 +                              }
 +
 +                              if (strength > 0.001f)
 +                              {
 +                                      float paintColor[4] = {0.0f};
 +                                      float depth = 0.0f;
 +
 +                                      /* apply velocity */
 +                                      if (brush->flags & MOD_DPAINT_USES_VELOCITY) {
 +                                              float velocity[3];
 +                                              ParticleData *pa = psys->particles + part_index;
 +                                              mul_v3_v3fl(velocity, pa->state.vel, particle_timestep);
 +
 +                                              /* substract canvas point velocity */
 +                                              if (bData->velocity) {
 +                                                      sub_v3_v3(velocity, bData->velocity[index].v);
 +                                              }
 +                                              velocity_val = len_v3(velocity);
 +
 +                                              /* store brush velocity for smudge */
 +                                              if (brush->flags & MOD_DPAINT_DO_SMUDGE && bData->brush_velocity) {
 +                                                      copy_v3_v3(&bData->brush_velocity[index*4], velocity);
 +                                                      mul_v3_fl(&bData->brush_velocity[index*4], 1.0f/velocity_val);
 +                                                      bData->brush_velocity[index*4+3] = velocity_val;
 +                                              }
 +                                      }
 +
 +                                      if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
 +                                              paintColor[0] = brush->r;
 +                                              paintColor[1] = brush->g;
 +                                              paintColor[2] = brush->b;
 +                                      }
 +                                      else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE ||
 +                                                       surface->type == MOD_DPAINT_SURFACE_T_WAVE) {
 +                                               /* get displace depth  */
 +                                              disp_intersect = (1.0f - sqrt(disp_intersect / radius)) * radius;
 +                                              depth = (radius - disp_intersect) / bData->bNormal[index].normal_scale;
 +                                              if (depth<0.0f) depth = 0.0f;
 +                                      }
 +                                      
 +                                      dynamicPaint_updatePointData(surface, index, brush, paintColor, strength, depth, velocity_val, timescale);
 +                              }
 +                      }
 +              }
 +      }
 +      BLI_end_threaded_malloc();
 +      BLI_kdtree_free(tree);
 +
 +      return 1;
 +}
 +
 +/* paint a single point of defined proximity radius to the surface */
 +static int dynamicPaint_paintSinglePoint(DynamicPaintSurface *surface, float *pointCoord, DynamicPaintBrushSettings *brush,
 +                                                                               Object *canvasOb, Object *brushOb, BrushMaterials *bMats, Scene *scene, float timescale)
 +{
 +      int index;
 +      PaintSurfaceData *sData = surface->data;
 +      PaintBakeData *bData = sData->bData;
 +      Vec3f brushVel;
 +
 +      if (brush->flags & MOD_DPAINT_USES_VELOCITY)
 +              dynamicPaint_brushObjectCalculateVelocity(scene, brushOb, brush, &brushVel, timescale);
 +
 +      /*
 +      *       Loop through every surface point
 +      */
 +      #pragma omp parallel for schedule(static)
 +      for (index = 0; index < sData->total_points; index++)
 +      {
 +              float distance = len_v3v3(pointCoord, bData->realCoord[bData->s_pos[index]].v);
 +              float colorband[4] = {0.0f};
 +              float strength;
 +
 +              if (distance>brush->paint_distance) continue;
 +
 +              /* Smooth range or color ramp   */
 +              if (brush->proximity_falloff == MOD_DPAINT_PRFALL_SMOOTH ||
 +                      brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP) {
 +                      
 +                      strength = 1.0f - distance / brush->paint_distance;
 +                      CLAMP(strength, 0.0f, 1.0f);
 +              }
 +              else strength = 1.0f;
 +
 +              if (strength >= 0.001f) {
 +                      float paintColor[3] = {0.0f};
 +                      float depth = 0.0f;
 +                      float velocity_val = 0.0f;
 +
 +                      /* material */
-                                       if (!(brush->flags & MOD_DPAINT_USE_MATERIAL)) {
++                      if (brush_usesMaterial(brush, scene)) {
 +                              float alpha_factor = 1.0f;
 +                              float hit_coord[3];
 +                              MVert *mvert = brush->dm->getVertArray(brush->dm);
 +                              /* use dummy coord of first vertex */
 +                              copy_v3_v3(hit_coord, mvert[0].co);
 +                              mul_m4_v3(brushOb->obmat, hit_coord);
 +
 +                              dynamicPaint_doMaterialTex(bMats, paintColor, &alpha_factor, brushOb, bData->realCoord[bData->s_pos[index]].v, hit_coord, 0, 0, brush->dm);
 +                      }
 +
 +                      /* color ramp */
 +                      if (brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP && do_colorband(brush->paint_ramp, (1.0f-strength), colorband))
 +                              strength = colorband[3];
 +
 +                      if (brush->flags & MOD_DPAINT_USES_VELOCITY) {
 +                              float velocity[3];
 +
 +                              /* substract canvas point velocity */
 +                              if (bData->velocity) {
 +                                      sub_v3_v3v3(velocity, brushVel.v, bData->velocity[index].v);
 +                              }
 +                              else {
 +                                      copy_v3_v3(velocity, brushVel.v);
 +                              }
 +                              velocity_val = len_v3(velocity);
 +
 +                              /* store brush velocity for smudge */
 +                              if (brush->flags & MOD_DPAINT_DO_SMUDGE && bData->brush_velocity) {
 +                                      copy_v3_v3(&bData->brush_velocity[index*4], velocity);
 +                                      mul_v3_fl(&bData->brush_velocity[index*4], 1.0f/velocity_val);
 +                                      bData->brush_velocity[index*4+3] = velocity_val;
 +                              }
 +                      }
 +
 +                      if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
 +                              if (brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP &&
 +                                      !(brush->flags & MOD_DPAINT_RAMP_ALPHA)) {
 +                                      paintColor[0] = colorband[0];
 +                                      paintColor[1] = colorband[1];
 +                                      paintColor[2] = colorband[2];
 +                              }
 +                              else {
-                                       if (brush->flags & MOD_DPAINT_USE_MATERIAL)
++                                      if (!brush_usesMaterial(brush, scene)) {
 +                                              paintColor[0] = brush->r;
 +                                              paintColor[1] = brush->g;
 +                                              paintColor[2] = brush->b;
 +                                      }
 +                              }
 +                      }
 +                      else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE ||
 +                                       surface->type == MOD_DPAINT_SURFACE_T_WAVE) {
 +                               /* get displace depth  */
 +                              float disp_intersect = (1.0f - sqrt((brush->paint_distance-distance) / brush->paint_distance)) * brush->paint_distance;
 +                              depth = (brush->paint_distance - disp_intersect) / bData->bNormal[index].normal_scale;
 +                              if (depth<0.0f) depth = 0.0f;
 +                      }
 +                      dynamicPaint_updatePointData(surface, index, brush, paintColor, strength, depth, velocity_val, timescale);
 +              }
 +      }
 +
 +      return 1;
 +}
 +
 +
 +/***************************** Dynamic Paint Step / Baking ******************************/
 +
 +/*
 +*     Calculate current frame neighbouring point distances
 +*     and direction vectors
 +*/
 +static void dynamicPaint_prepareNeighbourData(DynamicPaintSurface *surface, int force_init)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      PaintBakeData *bData = sData->bData;
 +      BakeNeighPoint *bNeighs;
 +      PaintAdjData *adj_data = sData->adj_data;
 +      Vec3f *realCoord = bData->realCoord;
 +      int index;
 +
 +      if ((!surface_usesAdjDistance(surface) && !force_init) || !sData->adj_data) return;
 +
 +      if (bData->bNeighs) MEM_freeN(bData->bNeighs);
 +      bNeighs = bData->bNeighs = MEM_mallocN(sData->adj_data->total_targets*sizeof(struct BakeNeighPoint),"PaintEffectBake");
 +      if (!bNeighs) return;
 +
 +      #pragma omp parallel for schedule(static)
 +      for (index = 0; index < sData->total_points; index++)
 +      {
 +              int i;
 +              int numOfNeighs = adj_data->n_num[index];
 +
 +              for (i=0; i<numOfNeighs; i++) {
 +                      int n_index = adj_data->n_index[index]+i;
 +                      int t_index = adj_data->n_target[n_index];
 +
 +                      /* dir vec */
 +                      sub_v3_v3v3(bNeighs[n_index].dir, realCoord[bData->s_pos[t_index]].v, realCoord[bData->s_pos[index]].v);
 +                      /* dist */
 +                      bNeighs[n_index].dist = len_v3(bNeighs[n_index].dir);
 +                      /* normalize dir */
 +                      if (bNeighs[n_index].dist) mul_v3_fl(bNeighs[n_index].dir, 1.0f/bNeighs[n_index].dist);
 +              }
 +      }
 +
 +      /* calculate average values (single thread) */
 +      bData->average_dist = 0.0f;
 +      for (index = 0; index < sData->total_points; index++)
 +      {
 +              int i;
 +              int numOfNeighs = adj_data->n_num[index];
 +
 +              for (i=0; i<numOfNeighs; i++) {
 +                      bData->average_dist += bNeighs[adj_data->n_index[index]+i].dist;
 +              }
 +      }
 +      bData->average_dist  /= adj_data->total_targets;
 +}
 +
 +/* find two adjacency points (closest_id) and influence (closest_d) to move paint towards when affected by a force  */
 +void surface_determineForceTargetPoints(PaintSurfaceData *sData, int index, float force[3], float closest_d[2], int closest_id[2])
 +{
 +      BakeNeighPoint *bNeighs = sData->bData->bNeighs;
 +      int numOfNeighs = sData->adj_data->n_num[index];
 +      int i;
 +
 +      closest_id[0]=closest_id[1]= -1;
 +      closest_d[0]=closest_d[1]= -1.0f;
 +
 +      /* find closest neigh */
 +      for (i=0; i<numOfNeighs; i++) {
 +              int n_index = sData->adj_data->n_index[index]+i;
 +              float dir_dot = dot_v3v3(bNeighs[n_index].dir, force);
 +
 +              if (dir_dot>closest_d[0] && dir_dot>0.0f) {closest_d[0]=dir_dot; closest_id[0]=n_index;}
 +      }
 +
 +      if (closest_d[0] < 0.0f) return;
 +
 +      /* find second closest neigh */
 +      for (i=0; i<numOfNeighs; i++) {
 +              int n_index = sData->adj_data->n_index[index]+i;
 +              float dir_dot = dot_v3v3(bNeighs[n_index].dir, force);
 +              float closest_dot = dot_v3v3(bNeighs[n_index].dir, bNeighs[closest_id[0]].dir);
 +
 +              if (n_index == closest_id[0]) continue;
 +
 +              /* only accept neighbour at "other side" of the first one in relation to force dir
 +              *  so make sure angle between this and closest neigh is greater than first angle */
 +              if (dir_dot>closest_d[1] && closest_dot<closest_d[0] && dir_dot>0.0f) {closest_d[1]=dir_dot; closest_id[1]=n_index;}
 +      }
 +
 +      /* if two valid neighs found, calculate how force effect is divided
 +      *  evenly between them (so that d[0]+d[1] = 1.0)*/
 +      if (closest_id[1] != -1) {
 +              float force_proj[3];
 +              float tangent[3];
 +              float neigh_diff = acos(dot_v3v3(bNeighs[closest_id[0]].dir, bNeighs[closest_id[1]].dir));
 +              float force_intersect;
 +              float temp;
 +
 +              /* project force vector on the plane determined by these two neightbour points
 +              *  and calculate relative force angle from it*/
 +              cross_v3_v3v3(tangent, bNeighs[closest_id[0]].dir, bNeighs[closest_id[1]].dir);
 +              normalize_v3(tangent);
 +              force_intersect = dot_v3v3(force, tangent);
 +              madd_v3_v3v3fl(force_proj, force, tangent, (-1.0f)*force_intersect);
 +              normalize_v3(force_proj);
 +
 +              /* get drip factor based on force dir in relation to angle between those neighbours */
 +              temp = dot_v3v3(bNeighs[closest_id[0]].dir, force_proj);
 +              CLAMP(temp, -1.0f, 1.0f); /* float precision might cause values > 1.0f that return infinite */
 +              closest_d[1] = acos(temp)/neigh_diff;
 +              closest_d[0] = 1.0f - closest_d[1];
 +
 +              /* and multiply depending on how deeply force intersects surface */
 +              temp = fabs(force_intersect);
 +              CLAMP(temp, 0.0f, 1.0f);
 +              closest_d[0] *= acos(temp)/1.57079633f;
 +              closest_d[1] *= acos(temp)/1.57079633f;
 +      }
 +      else {
 +              /* if only single neighbour, still linearize force intersection effect */
 +              closest_d[0] = 1.0f - acos(closest_d[0])/1.57079633f;
 +      }
 +}
 +
 +static void dynamicPaint_doSmudge(DynamicPaintSurface *surface, DynamicPaintBrushSettings *brush, float timescale)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      PaintBakeData *bData = sData->bData;
 +      BakeNeighPoint *bNeighs = sData->bData->bNeighs;
 +      int index, steps, step;
 +      float eff_scale, max_velocity = 0.0f;
 +
 +      if (!sData->adj_data) return;
 +
 +      /* find max velocity */
 +      for (index = 0; index < sData->total_points; index++) {
 +              float vel = bData->brush_velocity[index*4+3];
 +              if (vel > max_velocity) max_velocity = vel;
 +      }
 +
 +      steps = (int)ceil(max_velocity / bData->average_dist * timescale);
 +      CLAMP(steps, 0, 12);
 +      eff_scale = brush->smudge_strength/(float)steps*timescale;
 +
 +      for (step=0; step<steps; step++) {
 +
 +              for (index = 0; index < sData->total_points; index++) {
 +                      int i;
 +                      PaintPoint *pPoint = &((PaintPoint*)sData->type_data)[index];
 +                      float smudge_str = bData->brush_velocity[index*4+3];
 +
 +                      /* force targets */
 +                      int closest_id[2];
 +                      float closest_d[2];
 +
 +                      if (!smudge_str) continue;
 +                      
 +                      /* get force affect points */
 +                      surface_determineForceTargetPoints(sData, index, &bData->brush_velocity[index*4], closest_d, closest_id);
 +
 +                      /* Apply movement towards those two points */
 +                      for (i=0; i<2; i++) {
 +                              int n_index = closest_id[i];
 +                              if (n_index != -1 && closest_d[i]>0.0f) {
 +                                      float dir_dot = closest_d[i], dir_factor;
 +                                      float speed_scale = eff_scale*smudge_str/bNeighs[n_index].dist;
 +                                      float mix;
 +                                      PaintPoint *ePoint = &((PaintPoint*)sData->type_data)[sData->adj_data->n_target[n_index]];
 +
 +                                      /* just skip if angle is too extreme */
 +                                      if (dir_dot <= 0.0f) continue;
 +
 +                                      dir_factor = dir_dot * speed_scale;
 +                                      if (dir_factor > brush->smudge_strength) dir_factor = brush->smudge_strength;
 +
 +                                      /* mix new color and alpha */
 +                                      mix = dir_factor*pPoint->alpha;
 +                                      if (mix) mixColors(ePoint->color, ePoint->alpha, pPoint->color, mix);
 +                                      ePoint->alpha = ePoint->alpha*(1.0f-dir_factor) + pPoint->alpha*dir_factor;
 +
 +                                      /* smudge "wet layer" */
 +                                      mix = dir_factor*pPoint->e_alpha;
 +                                      if (mix) mixColors(ePoint->e_color, ePoint->e_alpha, pPoint->e_color, mix);
 +                                      ePoint->e_alpha = ePoint->e_alpha*(1.0f-dir_factor) + pPoint->e_alpha*dir_factor;
 +                                      pPoint->wetness *= (1.0f-dir_factor);
 +                              }
 +                      }
 +              }
 +      }
 +}
 +
 +/*
 +*     Prepare data required by effects for current frame.
 +*     Returns number of steps required
 +*/
 +static int dynamicPaint_prepareEffectStep(DynamicPaintSurface *surface, Scene *scene, Object *ob, float **force, float timescale)
 +{
 +      double average_force = 0.0f;
 +      float shrink_speed=0.0f, spread_speed=0.0f;
 +      float fastest_effect;
 +      int steps;
 +      PaintSurfaceData *sData = surface->data;
 +      PaintBakeData *bData = sData->bData;
 +      Vec3f *realCoord = bData->realCoord;
 +      int index;
 +
 +      /* Init force data if required */
 +      if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP) {
 +              float vel[3] = {0};
 +              ListBase *effectors = pdInitEffectors(scene, ob, NULL, surface->effector_weights);
 +
 +              /* allocate memory for force data (dir vector + strength) */
 +              *force = MEM_mallocN(sData->total_points*4*sizeof(float), "PaintEffectForces");
 +
 +              if (*force) {
 +                      #pragma omp parallel for schedule(static)
 +                      for (index = 0; index < sData->total_points; index++)
 +                      {
 +                              float forc[3] = {0};
 +
 +                              /* apply force fields */
 +                              if (effectors) {
 +                                      EffectedPoint epoint;
 +                                      pd_point_from_loc(scene, realCoord[bData->s_pos[index]].v, vel, index, &epoint);
 +                                      epoint.vel_to_sec = 1.0f;
 +                                      pdDoEffectors(effectors, NULL, surface->effector_weights, &epoint, forc, NULL);
 +                              }
 +
 +                              /* if global gravity is enabled, add it too */
 +                              if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY)
 +                                      /* also divide by 10 to about match default grav
 +                                      *  with default force strength (1.0) */
 +                                      madd_v3_v3fl(forc, scene->physics_settings.gravity, 
 +                                                              surface->effector_weights->global_gravity*surface->effector_weights->weight[0] / 10.f);
 +
 +                              /* add surface point velocity and acceleration if enabled */
 +                              if (bData->velocity) {
 +                                      if (surface->drip_vel)
 +                                              madd_v3_v3fl(forc, bData->velocity[index].v, surface->drip_vel*(-1.0f));
 +
 +                                      /* acceleration */
 +                                      if (bData->prev_velocity && surface->drip_acc) {
 +                                              float acc[3];
 +                                              copy_v3_v3(acc, bData->velocity[index].v);
 +                                              sub_v3_v3(acc, bData->prev_velocity[index].v);
 +                                              madd_v3_v3fl(forc, acc, surface->drip_acc*(-1.0f));
 +                                      }
 +                              }
 +
 +                              /* force strength */
 +                              (*force)[index*4+3] = len_v3(forc);
 +                              /* normalize and copy */
 +                              if ((*force)[index*4+3]) mul_v3_fl(forc, 1.0f/(*force)[index*4+3]);
 +                              copy_v3_v3(&((*force)[index*4]), forc);
 +                      }
 +
 +                      /* calculate average values (single thread) */
 +                      for (index = 0; index < sData->total_points; index++)
 +                      {
 +                              average_force += (*force)[index*4+3];
 +                      }
 +                      average_force /= sData->total_points;
 +              }
 +              pdEndEffectors(&effectors);
 +      }
 +
 +      /* Get number of required steps using averate point distance
 +      *  so that just a few ultra close pixels wont up substeps to max */
 +
 +      /* adjust number of required substep by fastest active effect */
 +      if (surface->effect & MOD_DPAINT_EFFECT_DO_SPREAD)
 +              spread_speed = surface->spread_speed;
 +      if (surface->effect & MOD_DPAINT_EFFECT_DO_SHRINK)
 +              shrink_speed = surface->shrink_speed;
 +
 +      fastest_effect = MAX3(spread_speed, shrink_speed, average_force);
 +
 +      steps = (int)ceil(1.5f*EFF_MOVEMENT_PER_FRAME*fastest_effect/bData->average_dist*timescale);
 +      CLAMP(steps, 1, 14);
 +
 +      return steps;
 +}
 +
 +/*
 +*     Processes active effect step.
 +*/
 +static void dynamicPaint_doEffectStep(DynamicPaintSurface *surface, float *force, PaintPoint *prevPoint, float timescale, float steps)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      BakeNeighPoint *bNeighs = sData->bData->bNeighs;
 +      int index;
 +      timescale /= steps;
 +
 +      if (!sData->adj_data) return;
 +
 +      /*
 +      *       Spread Effect
 +      */
 +      if (surface->effect & MOD_DPAINT_EFFECT_DO_SPREAD)  {
 +              float eff_scale = EFF_MOVEMENT_PER_FRAME*surface->spread_speed*timescale;
 +
 +              /* Copy current surface to the previous points array to read unmodified values  */
 +              memcpy(prevPoint, sData->type_data, sData->total_points*sizeof(struct PaintPoint));
 +
 +              #pragma omp parallel for schedule(static)
 +              for (index = 0; index < sData->total_points; index++)
 +              {
 +                      int i;
 +                      int numOfNeighs = sData->adj_data->n_num[index];
 +                      float totalAlpha = 0.0f;
 +                      PaintPoint *pPoint = &((PaintPoint*)sData->type_data)[index];
 +
 +                      /*  Only reads values from the surface copy (prevPoint[]),
 +                      *       so this one is thread safe */
 +
 +                      /*      Loop through neighbouring points        */
 +                      for (i=0; i<numOfNeighs; i++) {
 +                              int n_index = sData->adj_data->n_index[index]+i;
 +                              float w_factor, alphaAdd = 0.0f;
 +                              PaintPoint *ePoint = &prevPoint[sData->adj_data->n_target[n_index]];
 +                              float speed_scale = (bNeighs[n_index].dist<eff_scale) ? 1.0f : eff_scale/bNeighs[n_index].dist;
 +                              float color_mix = (MIN2(ePoint->wetness, pPoint->wetness))*0.25f*surface->color_spread_speed;
 +
 +                              totalAlpha += ePoint->e_alpha;
 +
 +                              /* do color mixing */
 +                              if (color_mix) mixColors(pPoint->e_color, pPoint->e_alpha, ePoint->e_color, color_mix);
 +
 +                              /* Check if neighbouring point has higher wetness,
 +                              *  if so, add it's wetness to this point as well*/
 +                              if (ePoint->wetness <= pPoint->wetness) continue;
 +                              w_factor = ePoint->wetness/numOfNeighs * (ePoint->wetness - pPoint->wetness) * speed_scale;
 +                              if (w_factor <= 0.0f) continue;
 +
 +                              if (ePoint->e_alpha > pPoint->e_alpha) {
 +                                      alphaAdd = ePoint->e_alpha/numOfNeighs * (ePoint->wetness*ePoint->e_alpha - pPoint->wetness*pPoint->e_alpha) * speed_scale;
 +                              }
 +
 +                              /* mix new color */
 +                              mixColors(pPoint->e_color, pPoint->e_alpha, ePoint->e_color, w_factor);
 +
 +                              pPoint->e_alpha += alphaAdd;
 +                              pPoint->wetness += w_factor;
 +
 +                              if (pPoint->e_alpha > 1.0f) pPoint->e_alpha = 1.0f;
 +                      }
 +
 +                      /* For antialiasing sake, don't let alpha go much higher than average alpha of neighbours       */
 +                      if (pPoint->e_alpha > (totalAlpha/numOfNeighs+0.25f)) {
 +                              pPoint->e_alpha = (totalAlpha/numOfNeighs+0.25f);
 +                              if (pPoint->e_alpha>1.0f) pPoint->e_alpha = 1.0f;
 +                      }
 +              }
 +      }
 +
 +      /*
 +      *       Shrink Effect
 +      */
 +      if (surface->effect & MOD_DPAINT_EFFECT_DO_SHRINK)  {
 +              float eff_scale = EFF_MOVEMENT_PER_FRAME*surface->shrink_speed*timescale;
 +
 +              /* Copy current surface to the previous points array to read unmodified values  */
 +              memcpy(prevPoint, sData->type_data, sData->total_points*sizeof(struct PaintPoint));
 +
 +              #pragma omp parallel for schedule(static)
 +              for (index = 0; index < sData->total_points; index++)
 +              {
 +                      int i;
 +                      int numOfNeighs = sData->adj_data->n_num[index];
 +                      float totalAlpha = 0.0f;
 +                      PaintPoint *pPoint = &((PaintPoint*)sData->type_data)[index];
 +
 +                      for (i=0; i<numOfNeighs; i++) {
 +                              int n_index = sData->adj_data->n_index[index]+i;
 +                              float speed_scale = (bNeighs[n_index].dist<eff_scale) ? 1.0f : eff_scale/bNeighs[n_index].dist;
 +                              PaintPoint *ePoint = &prevPoint[sData->adj_data->n_target[n_index]];
 +                              float a_factor, ea_factor, w_factor;
 +
 +                              totalAlpha += ePoint->e_alpha;
 +
 +                              /* Check if neighbouring point has lower alpha,
 +                              *  if so, decrease this point's alpha as well*/
 +                              if (pPoint->alpha <= 0.0f && pPoint->e_alpha <= 0.0f && pPoint->wetness <= 0.0f) continue;
 +
 +                              /* decrease factor for dry paint alpha */
 +                              a_factor = (1.0f - ePoint->alpha)/numOfNeighs * (pPoint->alpha - ePoint->alpha) * speed_scale;
 +                              if (a_factor < 0.0f) a_factor = 0.0f;
 +                              /* decrease factor for wet paint alpha */
 +                              ea_factor = (1.0f - ePoint->e_alpha)/8 * (pPoint->e_alpha - ePoint->e_alpha) * speed_scale;
 +                              if (ea_factor < 0.0f) ea_factor = 0.0f;
 +                              /* decrease factor for paint wetness */
 +                              w_factor = (1.0f - ePoint->wetness)/8 * (pPoint->wetness - ePoint->wetness) * speed_scale;
 +                              if (w_factor < 0.0f) w_factor = 0.0f;
 +
 +                              pPoint->alpha -= a_factor;
 +                              if (pPoint->alpha < 0.0f) pPoint->alpha = 0.0f;
 +                              pPoint->e_alpha -= ea_factor;
 +                              if (pPoint->e_alpha < 0.0f) pPoint->e_alpha = 0.0f;
 +                              pPoint->wetness -= w_factor;
 +                              if (pPoint->wetness < 0.0f) pPoint->wetness = 0.0f;
 +                      }
 +              }
 +      }
 +
 +      /*
 +      *       Drip Effect
 +      */
 +      if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP && force) 
 +      {
 +              float eff_scale = EFF_MOVEMENT_PER_FRAME*timescale/2.0f;
 +              /* Copy current surface to the previous points array to read unmodified values  */
 +              memcpy(prevPoint, sData->type_data, sData->total_points*sizeof(struct PaintPoint));
 +
 +              for (index = 0; index < sData->total_points; index++) {
 +                      int i;
 +                      PaintPoint *pPoint = &((PaintPoint*)sData->type_data)[index];
 +                      PaintPoint *pPoint_prev = &prevPoint[index];
 +
 +                      int closest_id[2];
 +                      float closest_d[2];
 +
 +                      /* adjust drip speed depending on wetness */
 +                      float w_factor = pPoint_prev->wetness*0.5 - 0.025f;
 +                      if (w_factor <= 0) continue;
 +
 +                      /* get force affect points */
 +                      surface_determineForceTargetPoints(sData, index, &force[index*4], closest_d, closest_id);
 +
 +                      /* Apply movement towards those two points */
 +                      for (i=0; i<2; i++) {
 +                              int n_index = closest_id[i];
 +                              if (n_index != -1 && closest_d[i]>0.0f) {
 +                                      float dir_dot = closest_d[i], dir_factor;
 +                                      float speed_scale = eff_scale*force[index*4+3]/bNeighs[n_index].dist;
 +                                      PaintPoint *ePoint = &((PaintPoint*)sData->type_data)[sData->adj_data->n_target[n_index]];
 +
 +                                      /* just skip if angle is too extreme */
 +                                      if (dir_dot <= 0.0f) continue;
 +
 +                                      dir_factor = dir_dot * speed_scale * w_factor;
 +                                      if (dir_factor > (0.5f/steps)) dir_factor = (0.5f/steps);
 +
 +                                      /* mix new color */
 +                                      if (dir_factor) mixColors(ePoint->e_color, ePoint->e_alpha, pPoint->e_color, dir_factor);
 +
 +                                      ePoint->e_alpha += dir_factor;
 +                                      ePoint->wetness += dir_factor;
 +                                      if (ePoint->e_alpha > 1.0f) ePoint->e_alpha = 1.0f;
 +
 +                                      /* and decrease paint wetness on current point */
 +                                      pPoint->wetness -= dir_factor;
 +                              }
 +                      }
 +              }
 +
 +              /* Keep values within acceptable range */
 +              #pragma omp parallel for schedule(static)
 +              for (index = 0; index < sData->total_points; index++)
 +              {
 +                      PaintPoint *cPoint = &((PaintPoint*)sData->type_data)[index];
 +
 +                      if (cPoint->e_alpha > 1.0f) cPoint->e_alpha=1.0f;
 +                      if (cPoint->wetness > 2.0f) cPoint->wetness=2.0f;
 +
 +                      if (cPoint->e_alpha < 0.0f) cPoint->e_alpha=0.0f;
 +                      if (cPoint->wetness < 0.0f) cPoint->wetness=0.0f;
 +              }
 +      }
 +}
 +
 +void dynamicPaint_doWaveStep(DynamicPaintSurface *surface, float timescale)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      BakeNeighPoint *bNeighs = sData->bData->bNeighs;
 +      int index;
 +      int steps, ss;
 +      float dt, min_dist, damp_factor;
 +      float wave_speed = surface->wave_speed;
 +      double average_dist = 0.0f;
 +
 +      /* allocate memory */
 +      PaintWavePoint *prevPoint = MEM_mallocN(sData->total_points*sizeof(PaintWavePoint), "Temp previous points for wave simulation");
 +      if (!prevPoint) return;
 +
 +      /* calculate average neigh distance (single thread) */
 +      for (index = 0; index < sData->total_points; index++)
 +      {
 +              int i;
 +              int numOfNeighs = sData->adj_data->n_num[index];
 +
 +              for (i=0; i<numOfNeighs; i++) {
 +                      average_dist += bNeighs[sData->adj_data->n_index[index]+i].dist;
 +              }
 +      }
 +      average_dist  /= sData->adj_data->total_targets;
 +
 +      /* determine number of required steps */
 +      steps = ceil((WAVE_TIME_FAC*timescale*surface->wave_timescale) / (average_dist/wave_speed/3));
 +      CLAMP(steps, 1, 15);
 +      timescale /= steps;
 +
 +      /* apply simulation values for final timescale */
 +      dt = WAVE_TIME_FAC*timescale*surface->wave_timescale;
 +      min_dist = wave_speed*dt*1.5f;
 +      damp_factor = pow((1.0f-surface->wave_damping), timescale*surface->wave_timescale);
 +
 +      for (ss=0; ss<steps; ss++) {
 +
 +              /* copy previous frame data */
 +              memcpy(prevPoint, sData->type_data, sData->total_points*sizeof(PaintWavePoint));
 +
 +              #pragma omp parallel for schedule(static)
 +              for (index = 0; index < sData->total_points; index++) {
 +                      PaintWavePoint *wPoint = &((PaintWavePoint*)sData->type_data)[index];
 +                      int numOfNeighs = sData->adj_data->n_num[index];
 +                      float force = 0.0f, avg_dist = 0.0f, avg_height = 0.0f;
 +                      int numOfN = 0, numOfRN = 0;
 +                      int i;
 +
 +                      if (wPoint->state) continue;
 +
 +                      /* calculate force from surrounding points */
 +                      for (i=0; i<numOfNeighs; i++) {
 +                              int n_index = sData->adj_data->n_index[index]+i;
 +                              float dist = bNeighs[n_index].dist;
 +                              PaintWavePoint *tPoint = &prevPoint[sData->adj_data->n_target[n_index]];
 +
 +                              if (!dist || tPoint->state>0) continue;
 +                              if (dist<min_dist) dist=min_dist;
 +                              avg_dist += dist;
 +                              numOfN++;
 +
 +                              /* count average height for edge points for open borders */
 +                              if (!(sData->adj_data->flags[sData->adj_data->n_target[n_index]] & ADJ_ON_MESH_EDGE)) {
 +                                      avg_height += tPoint->height;
 +                                      numOfRN++;
 +                              }
 +
 +                              force += (tPoint->height - wPoint->height) / (dist*dist);
 +                      }
 +                      avg_dist = (numOfN) ? avg_dist/numOfN : 0.0f;
 +
 +                      if (surface->flags & MOD_DPAINT_WAVE_OPEN_BORDERS &&
 +                              sData->adj_data->flags[index] & ADJ_ON_MESH_EDGE) {
 +                              /* if open borders, apply a fake height to keep waves going on */
 +                              avg_height = (numOfRN) ? avg_height/numOfRN : 0.0f;
 +                              wPoint->height = (dt*wave_speed*avg_height + wPoint->height*avg_dist) / (avg_dist + dt*wave_speed);
 +                      }
 +                      /* else do wave eq */
 +                      else {
 +                              /* add force towards zero height based on average dist */
 +                              if (avg_dist)
 +                                      force += (0.0f - wPoint->height) * surface->wave_spring / (avg_dist*avg_dist) / 2.0f;
 +
 +                              /* change point velocity */
 +                              wPoint->velocity += force*dt * wave_speed*wave_speed;
 +                              /* damping */
 +                              wPoint->velocity *= damp_factor;
 +                              /* and new height */
 +                              wPoint->height += wPoint->velocity*dt;
 +                      }
 +              }
 +      }
 +
 +      /* reset state */
 +      #pragma omp parallel for schedule(static)
 +      for (index = 0; index < sData->total_points; index++) {
 +              PaintWavePoint *wPoint = &((PaintWavePoint*)sData->type_data)[index];
 +              wPoint->state = DPAINT_WAVE_NONE;
 +      }
 +
 +      MEM_freeN(prevPoint);
 +}
 +
 +/* Do dissolve and fading effects */
 +static void dynamicPaint_surfacePreStep(DynamicPaintSurface *surface, float timescale)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      int index;
 +
 +      #pragma omp parallel for schedule(static)
 +      for (index=0; index<sData->total_points; index++)
 +      {
 +              /* Do drying dissolve effects */
 +              if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
 +                      PaintPoint *pPoint = &((PaintPoint*)sData->type_data)[index];
 +                      /* drying */
 +                      if (pPoint->wetness >= MIN_WETNESS) {
 +                              int i;
 +                              float dry_ratio, f_color[4];
 +                              float p_wetness = pPoint->wetness;
 +                              VALUE_DISSOLVE(pPoint->wetness, surface->dry_speed, timescale, (surface->flags & MOD_DPAINT_DRY_LOG));
 +                              if (pPoint->wetness<0.0f) pPoint->wetness=0.0f;
 +                              dry_ratio = pPoint->wetness/p_wetness;
 +
 +                              /*
 +                              *       Slowly "shift" paint from wet layer to dry layer as it drys:
 +                              */
 +                              /* make sure alpha values are within proper range */
 +                              CLAMP(pPoint->alpha, 0.0f, 1.0f);
 +                              CLAMP(pPoint->e_alpha, 0.0f, 1.0f);
 +
 +                              /* get current final blended color of these layers */
 +                              blendColors(pPoint->color, pPoint->alpha, pPoint->e_color, pPoint->e_alpha, f_color);
 +                              /* reduce wet layer alpha by dry factor */
 +                              pPoint->e_alpha *= dry_ratio;
 +
 +                              /* now calculate new alpha for dry layer that keeps final blended color unchanged */
 +                              pPoint->alpha = (f_color[3] - pPoint->e_alpha)/(1.0f-pPoint->e_alpha);
 +                              /* for each rgb component, calculate a new dry layer color that keeps the final blend color
 +                              *  with these new alpha values. (wet layer color doesnt change)*/
 +                              if (pPoint->alpha) {
 +                                      for (i=0; i<3; i++) {
 +                                              pPoint->color[i] = (f_color[i]*f_color[3] - pPoint->e_color[i]*pPoint->e_alpha)/(pPoint->alpha*(1.0f-pPoint->e_alpha));
 +                                      }
 +                              }
 +
 +                              pPoint->state = DPAINT_PAINT_WET;
 +                      }
 +                      /* in case of just dryed paint, just mix it to the dry layer and mark it empty */
 +                      else if (pPoint->state > 0) {
 +                              float f_color[4];
 +                              blendColors(pPoint->color, pPoint->alpha, pPoint->e_color, pPoint->e_alpha, f_color);
 +                              copy_v3_v3(pPoint->color, f_color);
 +                              pPoint->alpha = f_color[3];
 +                              /* clear wet layer */
 +                              pPoint->wetness = 0.0f;
 +                              pPoint->e_alpha = 0.0f;
 +                              pPoint->state = DPAINT_PAINT_DRY;
 +                      }
 +
 +                      if (surface->flags & MOD_DPAINT_DISSOLVE) {
 +                              VALUE_DISSOLVE(pPoint->alpha, surface->diss_speed, timescale, (surface->flags & MOD_DPAINT_DISSOLVE_LOG));
 +                              if (pPoint->alpha < 0.0f) pPoint->alpha = 0.0f;
 +
 +                              VALUE_DISSOLVE(pPoint->e_alpha, surface->diss_speed, timescale, (surface->flags & MOD_DPAINT_DISSOLVE_LOG));
 +                              if (pPoint->e_alpha < 0.0f) pPoint->e_alpha = 0.0f;
 +                      }
 +              }
 +              /* dissolve for float types */
 +              else if (surface->flags & MOD_DPAINT_DISSOLVE &&
 +                              (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE ||
 +                               surface->type == MOD_DPAINT_SURFACE_T_WEIGHT)) {
 +
 +                      float *point = &((float*)sData->type_data)[index];
 +                      /* log or linear */
 +                      VALUE_DISSOLVE(*point, surface->diss_speed, timescale, (surface->flags & MOD_DPAINT_DISSOLVE_LOG));
 +                      if (*point < 0.0f) *point = 0.0f;
 +              }
 +      }
 +}
 +
 +static int dynamicPaint_surfaceHasMoved(DynamicPaintSurface *surface, Object *ob)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      PaintBakeData *bData = sData->bData;
 +      DerivedMesh *dm = surface->canvas->dm;
 +      MVert *mvert = dm->getVertArray(dm);
 +
 +      int numOfVerts = dm->getNumVerts(dm);
 +      int i;
 +      int ret = 0;
 +
 +      if (!bData->prev_verts) return 1;
 +
 +      /* matrix comparison */
 +      for (i=0; i<4; i++) {
 +              int j;
 +              for (j=0; j<4; j++)
 +              if (bData->prev_obmat[i][j] != ob->obmat[i][j]) return 1;
 +      }
 +
 +      /* vertices */
 +      #pragma omp parallel for schedule(static)
 +      for (i=0; i<numOfVerts; i++) {
 +              int j;
 +              for (j=0; j<3; j++)
 +                      if (bData->prev_verts[i].co[j] != mvert[i].co[j]) {
 +                              ret = 1;
 +                              break;
 +                      }
 +      }
 +
 +      return ret;
 +}
 +
 +static int surface_needsVelocityData(DynamicPaintSurface *surface, Scene *scene, Object *ob)
 +{
 +      if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP)
 +              return 1;
 +
 +      if (surface_getBrushFlags(surface, scene, ob) & BRUSH_USES_VELOCITY)
 +              return 1;
 +
 +      return 0;
 +}
 +
 +static int surface_needsAccelerationData(DynamicPaintSurface *surface)
 +{
 +      if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP)
 +              return 1;
 +
 +      return 0;
 +}
 +
 +/* Prepare for surface step by creating PaintBakeNormal data */
 +static int dynamicPaint_generateBakeData(DynamicPaintSurface *surface, Scene *scene, Object *ob)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      PaintAdjData *adj_data = sData->adj_data;
 +      PaintBakeData *bData = sData->bData;
 +      DerivedMesh *dm = surface->canvas->dm;
 +      int index, new_bdata = 0;
 +      int do_velocity_data = surface_needsVelocityData(surface, scene, ob);
 +      int do_accel_data = surface_needsAccelerationData(surface);
 +
 +      int canvasNumOfVerts = dm->getNumVerts(dm);
 +      MVert *mvert = dm->getVertArray(dm);
 +      Vec3f *canvas_verts;
 +
 +      if (bData) {
 +              int surface_moved = dynamicPaint_surfaceHasMoved(surface, ob);
 +
 +              /* get previous speed for accelertaion */
 +              if (do_accel_data && bData->prev_velocity && bData->velocity)
 +                      memcpy(bData->prev_velocity, bData->velocity, sData->total_points*sizeof(Vec3f));
 +
 +              /* reset speed vectors */
 +              if (do_velocity_data && bData->velocity && (bData->clear || !surface_moved))
 +                      memset(bData->velocity, 0, sData->total_points*sizeof(Vec3f));
 +
 +              /* if previous data exists and mesh hasn't moved, no need to recalc */
 +              if (!surface_moved)
 +                      return 1;
 +      }
 +
 +      canvas_verts = (struct Vec3f *) MEM_mallocN(canvasNumOfVerts*sizeof(struct Vec3f), "Dynamic Paint transformed canvas verts");
 +      if (!canvas_verts) return 0;
 +
 +      /* allocate memory if required */
 +      if (!bData) {
 +              sData->bData = bData = (struct PaintBakeData *) MEM_callocN(sizeof(struct PaintBakeData), "Dynamic Paint bake data");
 +              if (!bData) {
 +                      if (canvas_verts) MEM_freeN(canvas_verts);
 +                      return 0;
 +              }
 +
 +              /* Init bdata */
 +              bData->bNormal = (struct PaintBakeNormal *) MEM_mallocN(sData->total_points*sizeof(struct PaintBakeNormal), "Dynamic Paint step data");
 +              bData->s_pos = MEM_mallocN(sData->total_points*sizeof(unsigned int), "Dynamic Paint bData s_pos");
 +              bData->s_num = MEM_mallocN(sData->total_points*sizeof(unsigned int), "Dynamic Paint bData s_num");
 +              bData->realCoord = (struct Vec3f *) MEM_mallocN(surface_totalSamples(surface)*sizeof(Vec3f), "Dynamic Paint point coords");
 +              bData->prev_verts = MEM_mallocN(canvasNumOfVerts*sizeof(MVert), "Dynamic Paint bData prev_verts");
 +
 +              /* if any allocation failed, free everything */
 +              if (!bData->bNormal || !bData->s_pos || !bData->s_num || !bData->realCoord || !canvas_verts) {
 +                      if (bData->bNormal) MEM_freeN(bData->bNormal);
 +                      if (bData->s_pos) MEM_freeN(bData->s_pos);
 +                      if (bData->s_num) MEM_freeN(bData->s_num);
 +                      if (bData->realCoord) MEM_freeN(bData->realCoord);
 +                      if (canvas_verts) MEM_freeN(canvas_verts);
 +
 +                      return setError(surface->canvas, "Not enough free memory.");
 +              }
 +
 +              new_bdata = 1;
 +      }
 +
 +      if (do_velocity_data && !bData->velocity) {
 +              bData->velocity = (struct Vec3f *) MEM_callocN(sData->total_points*sizeof(Vec3f), "Dynamic Paint velocity");
 +      }
 +      if (do_accel_data && !bData->prev_velocity) {
 +              bData->prev_velocity = (struct Vec3f *) MEM_mallocN(sData->total_points*sizeof(Vec3f), "Dynamic Paint prev velocity");
 +              /* copy previous vel */
 +              if (bData->prev_velocity && bData->velocity)
 +                      memcpy(bData->prev_velocity, bData->velocity, sData->total_points*sizeof(Vec3f));
 +      }
 +
 +      /*
 +      *       Make a transformed copy of canvas derived mesh vertices to avoid recalculation.
 +      */
 +      #pragma omp parallel for schedule(static)
 +      for (index=0; index<canvasNumOfVerts; index++) {
 +              copy_v3_v3(canvas_verts[index].v, mvert[index].co);
 +              mul_m4_v3(ob->obmat, canvas_verts[index].v);
 +      }
 +
 +      /*
 +      *       Prepare each surface point for a new step
 +      */
 +      #pragma omp parallel for schedule(static)
 +      for (index=0; index<sData->total_points; index++)
 +      {
 +              float prev_point[3];
 +              if (do_velocity_data && !new_bdata) {
 +                      copy_v3_v3(prev_point, bData->realCoord[bData->s_pos[index]].v);
 +              }
 +              /*
 +              *       Calculate current 3D-position and normal of each surface point
 +              */
 +              if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
 +                      float n1[3], n2[3], n3[3];
 +                      ImgSeqFormatData *f_data = (ImgSeqFormatData*)sData->format_data;
 +                      PaintUVPoint *tPoint = &((PaintUVPoint*)f_data->uv_p)[index];
 +                      int ss;
 +
 +                      bData->s_num[index] = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1;
 +                      bData->s_pos[index] = index * bData->s_num[index];
 +
 +                      /* per sample coordinates */
 +                      for (ss=0; ss<bData->s_num[index]; ss++) {
 +                              interp_v3_v3v3v3(       bData->realCoord[bData->s_pos[index]+ss].v,
 +                                      canvas_verts[tPoint->v1].v,
 +                                      canvas_verts[tPoint->v2].v,
 +                                      canvas_verts[tPoint->v3].v, f_data->barycentricWeights[index*bData->s_num[index]+ss].v);
 +                      }
 +
 +                      /* Calculate current pixel surface normal       */
 +                      normal_short_to_float_v3(n1, mvert[tPoint->v1].no);
 +                      normal_short_to_float_v3(n2, mvert[tPoint->v2].no);
 +                      normal_short_to_float_v3(n3, mvert[tPoint->v3].no);
 +
 +                      interp_v3_v3v3v3(       bData->bNormal[index].invNorm,
 +                              n1, n2, n3, f_data->barycentricWeights[index*bData->s_num[index]].v);
 +                      mul_mat3_m4_v3(ob->obmat, bData->bNormal[index].invNorm);
 +                      normalize_v3(bData->bNormal[index].invNorm);
 +                      negate_v3(bData->bNormal[index].invNorm);
 +              }
 +              else if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
 +                      int ss;
 +                      if (surface->flags & MOD_DPAINT_ANTIALIAS && adj_data) {
 +                              bData->s_num[index] = adj_data->n_num[index]+1;
 +                              bData->s_pos[index] = adj_data->n_index[index]+index;
 +                      }
 +                      else {
 +                              bData->s_num[index] = 1;
 +                              bData->s_pos[index] = index;
 +                      }
 +
 +                      /* calculate position for each sample */
 +                      for (ss=0; ss<bData->s_num[index]; ss++) {
 +                              /* first sample is always point center */
 +                              copy_v3_v3(bData->realCoord[bData->s_pos[index]+ss].v, canvas_verts[index].v);
 +                              if (ss > 0) {
 +                                      int t_index = adj_data->n_index[index]+(ss-1);
 +                                      /* get vertex position at 1/3 of each neigh edge */
 +                                      mul_v3_fl(bData->realCoord[bData->s_pos[index]+ss].v, 2.0f/3.0f);
 +                                      madd_v3_v3fl(bData->realCoord[bData->s_pos[index]+ss].v, canvas_verts[adj_data->n_target[t_index]].v, 1.0f/3.0f);
 +                              }
 +                      }
 +
 +                      /* normal */
 +                      normal_short_to_float_v3(bData->bNormal[index].invNorm, mvert[index].no);
 +                      mul_mat3_m4_v3(ob->obmat, bData->bNormal[index].invNorm);
 +                      normalize_v3(bData->bNormal[index].invNorm);
 +                      negate_v3(bData->bNormal[index].invNorm);
 +              }
 +
 +              /* Prepare surface normal directional scale to easily convert
 +              *  brush intersection amount between global and local space */
 +              if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE ||
 +                      surface->type == MOD_DPAINT_SURFACE_T_WAVE) {
 +                      float temp_nor[3];
 +                      if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
 +                              normal_short_to_float_v3(temp_nor, mvert[index].no);
 +                              normalize_v3(temp_nor);
 +                      }
 +                      else {
 +                              float n1[3], n2[3], n3[3];
 +                              ImgSeqFormatData *f_data = (ImgSeqFormatData*)sData->format_data;
 +                              PaintUVPoint *tPoint = &((PaintUVPoint*)f_data->uv_p)[index];
 +
 +                              normal_short_to_float_v3(n1, mvert[tPoint->v1].no);
 +                              normal_short_to_float_v3(n2, mvert[tPoint->v2].no);
 +                              normal_short_to_float_v3(n3, mvert[tPoint->v3].no);
 +                              interp_v3_v3v3v3(temp_nor,
 +                                      n1, n2, n3, f_data->barycentricWeights[index*bData->s_num[index]].v);
 +                      }
 +
 +                      mul_v3_v3(temp_nor, ob->size);
 +                      bData->bNormal[index].normal_scale = len_v3(temp_nor);
 +              }
 +
 +              /* calculate speed vector */
 +              if (do_velocity_data && !new_bdata && !bData->clear) {
 +                      sub_v3_v3v3(bData->velocity[index].v, bData->realCoord[bData->s_pos[index]].v, prev_point);
 +              }
 +      }
 +
 +      MEM_freeN(canvas_verts);
 +
 +      /* generate surface space partitioning grid */
 +      surfaceGenerateGrid(surface);
 +      /* calculate current frame neighbouring point distances and global dirs */
 +      dynamicPaint_prepareNeighbourData(surface, 0);
 +
 +      /* Copy current frame vertices to check against in next frame */
 +      copy_m4_m4(bData->prev_obmat, ob->obmat);
 +      memcpy(bData->prev_verts, mvert, canvasNumOfVerts*sizeof(MVert));
 +
 +      bData->clear = 0;
 +
 +      return 1;
 +}
 +
 +/*
 +*     Do Dynamic Paint step. Paints scene brush objects of current state/frame to the surface.
 +*/
 +static int dynamicPaint_doStep(Scene *scene, Object *ob, DynamicPaintSurface *surface, float timescale, float subframe)
 +{
 +      PaintSurfaceData *sData = surface->data;
 +      PaintBakeData *bData = sData->bData;
 +      DynamicPaintCanvasSettings *canvas = surface->canvas;
 +      int ret = 1;
 +      if (!sData || sData->total_points < 1) return 0;
 +
 +      dynamicPaint_surfacePreStep(surface, timescale);
 +      /*
 +      *       Loop through surface's target paint objects and do painting
 +      */
 +      {
 +              Base *base = NULL;
 +              GroupObject *go = NULL; 
 +              Object *brushObj = NULL;
 +              ModifierData *md = NULL;
 +
 +              /* backup current scene frame */
 +              int scene_frame = scene->r.cfra;
 +              float scene_subframe = scene->r.subframe;
 +
 +              /* either from group or from all objects */
 +              if(surface->brush_group)
 +                      go = surface->brush_group->gobject.first;
 +              else
 +                      base = scene->base.first;
 +
 +              while (base || go)
 +              {
 +                      brushObj = NULL;
 +                      /* select object */
 +                      if(surface->brush_group) {                                              
 +                              if(go->ob)      brushObj = go->ob;                                      
 +                      }                                       
 +                      else                                            
 +                              brushObj = base->object;
 +
 +                      if(!brushObj) {                 
 +                              /* skip item */
 +                              if(surface->brush_group) go = go->next;
 +                              else base= base->next;                                  
 +                              continue;                       
 +                      }
 +
 +                      /* next item */
 +                      if(surface->brush_group)
 +                              go = go->next;
 +                      else
 +                              base= base->next;
 +
 +                      /* check if target has an active dp modifier    */
 +                      md = modifiers_findByType(brushObj, eModifierType_DynamicPaint);
 +                      if(md && md->mode & (eModifierMode_Realtime | eModifierMode_Render))                                    
 +                      {
 +                              DynamicPaintModifierData *pmd2 = (DynamicPaintModifierData *)md;
 +                              /* make sure we're dealing with a brush */
 +                              if (pmd2->brush)
 +                              {
 +                                      DynamicPaintBrushSettings *brush = pmd2->brush;
 +                                      BrushMaterials bMats = {0};
 +
 +                                      /* calculate brush speed vectors if required */
 +                                      if (brush->flags & MOD_DPAINT_DO_SMUDGE) {
 +                                              bData->brush_velocity = MEM_callocN(sData->total_points*sizeof(float)*4, "Dynamic Paint brush velocity");
 +                                              /* init adjacency data if not already */
 +                                              if (!sData->adj_data)
 +                                                      dynamicPaint_initAdjacencyData(surface, 1);
 +                                              if (!bData->bNeighs)
 +                                                      dynamicPaint_prepareNeighbourData(surface, 1);
 +                                      }
 +
 +                                      /* update object data on this subframe */
 +                                      if (subframe) {
 +                                              scene_setSubframe(scene, subframe);
 +                                              subframe_updateObject(scene, brushObj, UPDATE_EVERYTHING, BKE_curframe(scene));
 +                                      }
 +                                      /* Prepare materials if required        */
-                                       if (brush->flags & MOD_DPAINT_USE_MATERIAL)
++                                      if (brush_usesMaterial(brush, scene))
 +                                              dynamicPaint_updateBrushMaterials(brushObj, brush->mat, scene, &bMats);
 +
 +                                      /* Apply brush on the surface depending on it's collision type */
 +                                      /* Particle brush: */
 +                                      if (brush->collision == MOD_DPAINT_COL_PSYS) {
 +                                              if (brush && brush->psys && brush->psys->part && brush->psys->part->type==PART_EMITTER &&
 +                                                      psys_check_enabled(brushObj, brush->psys)) {
 +
 +                                                      /* Paint a particle system */
 +                                                      BKE_animsys_evaluate_animdata(scene, &brush->psys->part->id, brush->psys->part->adt, BKE_curframe(scene), ADT_RECALC_ANIM);
 +                                                      dynamicPaint_paintParticles(surface, brush->psys, brush, ob, timescale);
 +                                              }
 +                                      }
 +                                      /* Object center distance: */
 +                                      else if (brush->collision == MOD_DPAINT_COL_POINT && brushObj != ob) {
 +                                              dynamicPaint_paintSinglePoint(surface, brushObj->loc, brush, ob, brushObj, &bMats, scene, timescale);
 +                                      }
 +                                      /* Mesh volume/proximity: */
 +                                      else if (brushObj != ob) {
 +                                              dynamicPaint_paintMesh(surface, brush, ob, brushObj, &bMats, scene, timescale);
 +                                      }
 +
 +                                      /* free temp material data */
++                                      if (brush_usesMaterial(brush, scene))
 +                                              dynamicPaint_freeBrushMaterials(&bMats);
 +                                      /* reset object to it's original state */
 +                                      if (subframe) {
 +                                              scene->r.cfra = scene_frame;
 +                                              scene->r.subframe = scene_subframe;
 +                                              subframe_updateObject(scene, brushObj, UPDATE_EVERYTHING, BKE_curframe(scene));
 +                                      }
 +
 +                                      /* process special brush effects, like smudge */
 +                                      if (bData->brush_velocity) {
 +                                              if (brush->flags & MOD_DPAINT_DO_SMUDGE)
 +                                                      dynamicPaint_doSmudge(surface, brush, timescale);
 +                                              MEM_freeN(bData->brush_velocity);
 +                                              bData->brush_velocity = NULL;
 +                                      }
 +                              }
 +                      }
 +              }
 +      }
 +
 +      /* surfaces operations that use adjacency data */
 +      if (sData->adj_data && bData->bNeighs)
 +      {
 +              /* wave type surface simulation step */
 +              if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) {
 +                      dynamicPaint_doWaveStep(surface, timescale);
 +              }
 +
 +              /* paint surface effects */
 +              if (surface->effect && surface->type == MOD_DPAINT_SURFACE_T_PAINT)
 +              {
 +                      int steps = 1, s;
 +                      PaintPoint *prevPoint;
 +                      float *force = NULL;
 +
 +                      /* Allocate memory for surface previous points to read unchanged values from    */
 +                      prevPoint = MEM_mallocN(sData->total_points*sizeof(struct PaintPoint), "PaintSurfaceDataCopy");
 +                      if (!prevPoint)
 +                              return setError(canvas, "Not enough free memory.");
 +
 +                      /* Prepare effects and get number of required steps */
 +                      steps = dynamicPaint_prepareEffectStep(surface, scene, ob, &force, timescale);
 +                      for (s = 0; s < steps; s++) {
 +                              dynamicPaint_doEffectStep(surface, force, prevPoint, timescale, (float)steps);
 +                      }
 +
 +                      /* Free temporary effect data   */
 +                      if (prevPoint) MEM_freeN(prevPoint);
 +                      if (force) MEM_freeN(force);
 +              }
 +      }
 +
 +      return ret;
 +}
 +
 +/*
 +*     Calculate a single frame and included subframes for surface
 +*/
 +int dynamicPaint_calculateFrame(DynamicPaintSurface *surface, Scene *scene, Object *cObject, int frame)
 +{
 +      float timescale = 1.0f;
 +
 +      /* apply previous displace on derivedmesh if incremental surface */
 +      if (surface->flags & MOD_DPAINT_DISP_INCREMENTAL)
 +              dynamicPaint_applySurfaceDisplace(surface, surface->canvas->dm, 0);
 +
 +      /* update bake data */
 +      dynamicPaint_generateBakeData(surface, scene, cObject); 
 +      
 +      /* dont do substeps for first frame */
 +      if (surface->substeps && (frame != surface->start_frame)) {
 +              int st;
 +              timescale = 1.0f / (surface->substeps+1);
 +
 +              for (st = 1; st <= surface->substeps; st++) {
 +                      float subframe = ((float) st) / (surface->substeps+1);
 +                      if (!dynamicPaint_doStep(scene, cObject, surface, timescale, subframe)) return 0;
 +              }
 +      }
 +
 +      return dynamicPaint_doStep(scene, cObject, surface, tim