Merge with trunk r41625
authorMiika Hamalainen <blender@miikah.org>
Mon, 7 Nov 2011 16:36:49 +0000 (16:36 +0000)
committerMiika Hamalainen <blender@miikah.org>
Mon, 7 Nov 2011 16:36:49 +0000 (16:36 +0000)
86 files changed:
intern/ghost/GHOST_ISystem.h
intern/ghost/intern/GHOST_System.cpp
intern/ghost/intern/GHOST_System.h
release/datafiles/blender_icons.png
release/datafiles/splash.png
release/scripts/startup/bl_ui/__init__.py
release/scripts/startup/bl_ui/properties_data_modifier.py
release/scripts/startup/bl_ui/properties_particle.py
release/scripts/startup/bl_ui/properties_physics_common.py
release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py [new file with mode: 0644]
release/scripts/startup/bl_ui/space_time.py
source/blender/CMakeLists.txt
source/blender/blenkernel/BKE_bvhutils.h
source/blender/blenkernel/BKE_customdata.h
source/blender/blenkernel/BKE_dynamicpaint.h [new file with mode: 0644]
source/blender/blenkernel/BKE_pointcache.h
source/blender/blenkernel/CMakeLists.txt
source/blender/blenkernel/intern/DerivedMesh.c
source/blender/blenkernel/intern/bvhutils.c
source/blender/blenkernel/intern/cdderivedmesh.c
source/blender/blenkernel/intern/customdata.c
source/blender/blenkernel/intern/dynamicpaint.c [new file with mode: 0644]
source/blender/blenkernel/intern/particle.c
source/blender/blenkernel/intern/pointcache.c
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/blenlib/BLI_math_geom.h
source/blender/blenlib/BLI_threads.h
source/blender/blenlib/intern/BLI_kdtree.c
source/blender/blenlib/intern/math_geom.c
source/blender/blenlib/intern/threads.c
source/blender/blenloader/intern/readfile.c
source/blender/blenloader/intern/writefile.c
source/blender/editors/datafiles/blender_icons.png.c
source/blender/editors/datafiles/splash.png.c
source/blender/editors/include/ED_mesh.h
source/blender/editors/include/UI_icons.h
source/blender/editors/interface/interface_templates.c
source/blender/editors/mesh/mesh_data.c
source/blender/editors/physics/CMakeLists.txt
source/blender/editors/physics/dynamicpaint_ops.c [new file with mode: 0644]
source/blender/editors/physics/physics_intern.h
source/blender/editors/physics/physics_ops.c
source/blender/editors/space_buttons/buttons_context.c
source/blender/editors/space_outliner/outliner_draw.c
source/blender/editors/space_time/space_time.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_dynamicpaint_types.h [new file with mode: 0644]
source/blender/makesdna/DNA_modifier_types.h
source/blender/makesdna/DNA_object_force.h
source/blender/makesdna/DNA_space_types.h
source/blender/makesdna/intern/makesdna.c
source/blender/makesrna/RNA_access.h
source/blender/makesrna/RNA_enum_types.h
source/blender/makesrna/intern/CMakeLists.txt
source/blender/makesrna/intern/makesrna.c
source/blender/makesrna/intern/rna_dynamicpaint.c [new file with mode: 0644]
source/blender/makesrna/intern/rna_internal.h
source/blender/makesrna/intern/rna_modifier.c
source/blender/makesrna/intern/rna_object_force.c
source/blender/makesrna/intern/rna_space.c
source/blender/modifiers/CMakeLists.txt
source/blender/modifiers/MOD_modifiertypes.h
source/blender/modifiers/intern/MOD_dynamicpaint.c [new file with mode: 0644]
source/blender/modifiers/intern/MOD_util.c
source/blender/modifiers/intern/MOD_util.h
source/blender/modifiers/intern/MOD_uvproject.c
source/blender/modifiers/intern/MOD_wave.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/extern/include/RE_render_ext.h
source/blender/render/extern/include/RE_shader_ext.h
source/blender/render/intern/include/pointdensity.h
source/blender/render/intern/include/texture.h
source/blender/render/intern/include/voxeldata.h
source/blender/render/intern/source/convertblender.c
source/blender/render/intern/source/pointdensity.c
source/blender/render/intern/source/render_texture.c
source/blender/render/intern/source/shadeinput.c
source/blender/render/intern/source/shadeoutput.c
source/blender/render/intern/source/volumetric.c
source/blender/render/intern/source/voxeldata.c
source/blenderplayer/bad_level_call_stubs/stubs.c
source/gameengine/GamePlayer/ghost/GPG_ghost.cpp

index f926c07..a46a007 100644 (file)
@@ -252,7 +252,7 @@ public:
         * @return      Indication of success.
         */
        virtual GHOST_TSuccess beginFullScreen(const GHOST_DisplaySetting& setting, GHOST_IWindow** window,
-               const bool stereoVisual, const GHOST_TUns16 numOfAASamples=0) = 0;
+               const bool stereoVisual) = 0;
 
        /**
         * Ends full screen mode.
index 839e014..afc54d3 100644 (file)
@@ -136,7 +136,7 @@ bool GHOST_System::validWindow(GHOST_IWindow* window)
 
 
 GHOST_TSuccess GHOST_System::beginFullScreen(const GHOST_DisplaySetting& setting, GHOST_IWindow** window,
-                                                                                        const bool stereoVisual, const GHOST_TUns16 numOfAASamples)
+                                                                                        const bool stereoVisual)
 {
        GHOST_TSuccess success = GHOST_kFailure;
        GHOST_ASSERT(m_windowManager, "GHOST_System::beginFullScreen(): invalid window manager")
@@ -148,7 +148,7 @@ GHOST_TSuccess GHOST_System::beginFullScreen(const GHOST_DisplaySetting& setting
                        success = m_displayManager->setCurrentDisplaySetting(GHOST_DisplayManager::kMainDisplay, setting);
                        if (success == GHOST_kSuccess) {
                                //GHOST_PRINT("GHOST_System::beginFullScreen(): creating full-screen window\n");
-                               success = createFullScreenWindow((GHOST_Window**)window, stereoVisual, numOfAASamples);
+                               success = createFullScreenWindow((GHOST_Window**)window, stereoVisual);
                                if (success == GHOST_kSuccess) {
                                        m_windowManager->beginFullScreen(*window, stereoVisual);
                                }
@@ -330,7 +330,7 @@ GHOST_TSuccess GHOST_System::exit()
 }
 
 
-GHOST_TSuccess GHOST_System::createFullScreenWindow(GHOST_Window** window, const bool stereoVisual, const GHOST_TUns16 numOfAASamples)
+GHOST_TSuccess GHOST_System::createFullScreenWindow(GHOST_Window** window, const bool stereoVisual)
 {
        GHOST_TSuccess success;
        GHOST_ASSERT(m_displayManager, "GHOST_System::createFullScreenWindow(): invalid display manager")
@@ -344,8 +344,7 @@ GHOST_TSuccess GHOST_System::createFullScreenWindow(GHOST_Window** window, const
                                        0, 0, settings.xPixels, settings.yPixels,
                                        GHOST_kWindowStateFullScreen,
                                        GHOST_kDrawingContextTypeOpenGL,
-                                       stereoVisual,
-                                       numOfAASamples);
+                                       stereoVisual);
                success = *window == 0 ? GHOST_kFailure : GHOST_kSuccess;
        }
        return success;
index c958d54..573ac7d 100644 (file)
@@ -141,7 +141,7 @@ public:
         * @return      Indication of success.
         */
        virtual GHOST_TSuccess beginFullScreen(const GHOST_DisplaySetting& setting, GHOST_IWindow** window,
-               const bool stereoVisual, const GHOST_TUns16 numOfAASamples=0);
+               const bool stereoVisual);
 
        /**
         * Ends full screen mode.
@@ -305,7 +305,7 @@ protected:
         * @return Indication of success.
         */
        virtual GHOST_TSuccess createFullScreenWindow(GHOST_Window** window,
-               const bool stereoVisual, const GHOST_TUns16 numOfAASamples=0);
+               const bool stereoVisual);
 
        /** The display manager (platform dependant). */
        GHOST_DisplayManager* m_displayManager;
index c309ad1..caff03b 100644 (file)
Binary files a/release/datafiles/blender_icons.png and b/release/datafiles/blender_icons.png differ
index 5de3f86..6ef93bf 100644 (file)
Binary files a/release/datafiles/splash.png and b/release/datafiles/splash.png differ
index 48aefa9..3db768f 100644 (file)
@@ -44,6 +44,7 @@ _modules = (
     "properties_particle",
     "properties_physics_cloth",
     "properties_physics_common",
+    "properties_physics_dynamicpaint",
     "properties_physics_field",
     "properties_physics_fluid",
     "properties_physics_smoke",
index e4b1528..49756c8 100644 (file)
@@ -230,6 +230,9 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
         row.prop(md, "mid_level")
         row.prop(md, "strength")
 
+    def DYNAMIC_PAINT(self, layout, ob, md):
+        layout.label(text="See Dynamic Paint panel.")
+
     def EDGE_SPLIT(self, layout, ob, md):
         split = layout.split()
 
index 2216d2b..c6d9617 100644 (file)
@@ -76,21 +76,15 @@ class ParticleButtonsPanel():
 class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel):
     bl_label = ""
     bl_options = {'HIDE_HEADER'}
-    COMPAT_ENGINES = {'BLENDER_RENDER'}
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     @classmethod
     def poll(cls, context):
         engine = context.scene.render.engine
-        return (context.particle_system or context.object or context.space_data.pin_id)# and (engine in cls.COMPAT_ENGINES)
+        return (context.particle_system or context.object or context.space_data.pin_id) and (engine in cls.COMPAT_ENGINES)
 
     def draw(self, context):
         layout = self.layout
-        
-        if context.scene.render.engine == "BLENDER_GAME":
-            layout.label("The Blender particle system is")
-            layout.label("not available for use in the")
-            layout.label("Blender Game Engine")
-            return
 
         ob = context.object
         psys = context.particle_system
index 64dad98..f623d9a 100644 (file)
@@ -65,6 +65,7 @@ class PHYSICS_PT_add(PhysicButtonsPanel, Panel):
         if(ob.type == 'MESH'):
             physics_add(self, col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
             physics_add(self, col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
+            physics_add(self, col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True)
 
         col = split.column()
 
@@ -106,7 +107,7 @@ def point_cache_ui(self, context, cache, enabled, cachetype):
 
         layout.label(text=cache.info)
     else:
-        if cachetype == 'SMOKE':
+        if cachetype in {'SMOKE', 'DYNAMIC_PAINT'}:
             if not bpy.data.is_saved:
                 layout.label(text="Cache is disabled until the file is saved")
                 layout.enabled = False
@@ -118,17 +119,17 @@ def point_cache_ui(self, context, cache, enabled, cachetype):
 
         row = layout.row(align=True)
 
-        if cachetype != 'PSYS':
+        if cachetype not in {'PSYS', 'DYNAMIC_PAINT'}:
             row.enabled = enabled
             row.prop(cache, "frame_start")
             row.prop(cache, "frame_end")
-        if cachetype not in {'SMOKE', 'CLOTH'}:
+        if cachetype not in {'SMOKE', 'CLOTH', 'DYNAMIC_PAINT'}:
             row.prop(cache, "frame_step")
             row.prop(cache, "use_quick_cache")
         if cachetype != 'SMOKE':
             layout.label(text=cache.info)
 
-        if cachetype != 'SMOKE':
+        if cachetype not in {'SMOKE', 'DYNAMIC_PAINT'}:
             split = layout.split()
             split.enabled = enabled and bpy.data.is_saved
 
diff --git a/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py b/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
new file mode 100644 (file)
index 0000000..0263b0b
--- /dev/null
@@ -0,0 +1,495 @@
+# ##### 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
+                
+                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()
+                    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":
+                        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 5209e8b..0ce2df0 100644 (file)
@@ -144,6 +144,7 @@ class TIME_MT_cache(Menu):
         col.prop(st, "cache_particles")
         col.prop(st, "cache_cloth")
         col.prop(st, "cache_smoke")
+        col.prop(st, "cache_dynamicpaint")
 
 
 class TIME_MT_frame(Menu):
index 853303b..e52b5b8 100644 (file)
@@ -39,6 +39,7 @@ set(SRC_DNA_INC
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_curve_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_customdata_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_documentation.h
+       ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_dynamicpaint_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_effect_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_fileglobal_types.h
        ${CMAKE_CURRENT_SOURCE_DIR}/makesdna/DNA_genfile.h
index c3f5ae7..07f0c2f 100644 (file)
@@ -105,6 +105,11 @@ BVHTree* bvhtree_from_mesh_edges(struct BVHTreeFromMesh *data, struct DerivedMes
  */
 void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data);
 
+/*
+* Math functions used by callbacks
+*/
+float bvhtree_ray_tri_intersection(const BVHTreeRay *ray, const float m_dist, const float v0[3], const float v1[3], const float v2[3]);
+float nearest_point_in_tri_surface(const float v0[3], const float v1[3], const float v2[3], const float p[3], int *v, int *e, float nearest[3]);
 
 /*
  * BVHCache
index f3922f4..5497866 100644 (file)
@@ -278,6 +278,8 @@ const char *CustomData_layertype_name(int type);
 /* make sure the name of layer at index is unique */
 void CustomData_set_layer_unique_name(struct CustomData *data, int index);
 
+void CustomData_validate_layer_name(const struct CustomData *data, int type, char *name, char *outname);
+
 /* for file reading compatibility, returns false if the layer was freed,
    only after this test passes, layer->data should be assigned */
 int CustomData_verify_versions(struct CustomData *data, int index);
diff --git a/source/blender/blenkernel/BKE_dynamicpaint.h b/source/blender/blenkernel/BKE_dynamicpaint.h
new file mode 100644 (file)
index 0000000..75b1f74
--- /dev/null
@@ -0,0 +1,89 @@
+/**
+ * ***** 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 *****
+ */
+
+#ifndef BKE_DYNAMIC_PAINT_H_
+#define BKE_DYNAMIC_PAINT_H_
+
+struct bContext;
+struct wmOperator;
+
+/* Actual surface point        */
+typedef struct PaintSurfaceData {
+       void *format_data; /* special data for each surface "format" */
+       void *type_data; /* data used by specific surface type */
+       struct PaintAdjData *adj_data; /* adjacency data for current surface */
+
+       struct PaintBakeData *bData; /* temporary per step data used for frame calculation */
+       unsigned int total_points;
+
+} PaintSurfaceData;
+
+/* Paint type surface point    */
+typedef struct PaintPoint {
+
+       /* Wet paint is handled at effect layer only
+       *  and mixed to surface when drying */
+       float e_color[3];
+       float e_alpha;
+       float wetness;
+       short state;
+       float color[3];
+       float alpha;
+} PaintPoint;
+
+/* heigh field waves   */
+typedef struct PaintWavePoint {                
+
+       float height;
+       float velocity;
+       short state;
+} PaintWavePoint;
+
+struct DerivedMesh *dynamicPaint_Modifier_do(struct DynamicPaintModifierData *pmd, struct Scene *scene, struct Object *ob, struct DerivedMesh *dm);
+void dynamicPaint_Modifier_free (struct DynamicPaintModifierData *pmd);
+void dynamicPaint_Modifier_copy(struct DynamicPaintModifierData *pmd, struct DynamicPaintModifierData *tsmd);
+
+int dynamicPaint_createType(struct DynamicPaintModifierData *pmd, int type, struct Scene *scene);
+struct DynamicPaintSurface *dynamicPaint_createNewSurface(struct DynamicPaintCanvasSettings *canvas, struct Scene *scene);
+void dynamicPaint_clearSurface(struct DynamicPaintSurface *surface);
+int  dynamicPaint_resetSurface(struct DynamicPaintSurface *surface);
+void dynamicPaint_freeSurface(struct DynamicPaintSurface *surface);
+void dynamicPaint_freeCanvas(struct DynamicPaintModifierData *pmd);
+void dynamicPaint_freeBrush(struct DynamicPaintModifierData *pmd);
+void dynamicPaint_freeSurfaceData(struct DynamicPaintSurface *surface);
+
+void dynamicPaint_cacheUpdateFrames(struct DynamicPaintSurface *surface);
+int  dynamicPaint_surfaceHasColorPreview(struct DynamicPaintSurface *surface);
+int dynamicPaint_outputLayerExists(struct DynamicPaintSurface *surface, struct Object *ob, int index);
+void dynamicPaintSurface_updateType(struct DynamicPaintSurface *surface);
+void dynamicPaintSurface_setUniqueName(struct DynamicPaintSurface *surface, char *basename);
+void dynamicPaint_resetPreview(struct DynamicPaintCanvasSettings *canvas);
+struct DynamicPaintSurface *get_activeSurface(struct DynamicPaintCanvasSettings *canvas);
+
+/* image sequence baking */
+int dynamicPaint_createUVSurface(struct DynamicPaintSurface *surface);
+int dynamicPaint_calculateFrame(struct DynamicPaintSurface *surface, struct Scene *scene, struct Object *cObject, int frame);
+void dynamicPaint_outputSurfaceImage(struct DynamicPaintSurface *surface, char* filename, short output_layer);
+
+/* PaintPoint state */
+#define DPAINT_PAINT_NONE -1
+#define DPAINT_PAINT_DRY 0
+#define DPAINT_PAINT_WET 1
+#define DPAINT_PAINT_NEW 2
+
+/* PaintWavePoint state */
+#define DPAINT_WAVE_NONE 0
+#define DPAINT_WAVE_OBSTACLE 1
+#define DPAINT_WAVE_REFLECT_ONLY 2
+
+#endif /* BKE_DYNAMIC_PAINT_H_ */
index 28ca100..9f4fae7 100644 (file)
@@ -33,6 +33,7 @@
  */
 
 #include "DNA_ID.h"
+#include "DNA_dynamicpaint_types.h"
 #include "DNA_object_force.h"
 #include "DNA_boid_types.h"
 #include <stdio.h> /* for FILE */
@@ -65,6 +66,7 @@
 #define PTCACHE_TYPE_CLOTH                             2
 #define PTCACHE_TYPE_SMOKE_DOMAIN              3
 #define PTCACHE_TYPE_SMOKE_HIGHRES             4
+#define PTCACHE_TYPE_DYNAMICPAINT              5
 
 /* high bits reserved for flags that need to be stored in file */
 #define PTCACHE_TYPEFLAG_COMPRESS              (1<<16)
@@ -138,7 +140,7 @@ typedef struct PTCacheID {
        /* copies point data to cache data */
        int (*write_stream)(PTCacheFile *pf, void *calldata);
        /* copies cache cata to point data */
-       void (*read_stream)(PTCacheFile *pf, void *calldata);
+       int (*read_stream)(PTCacheFile *pf, void *calldata);
 
        /* copies custom extradata to cache data */
        void (*write_extra_data)(void *calldata, struct PTCacheMem *pm, int cfra);
@@ -254,6 +256,7 @@ void BKE_ptcache_id_from_softbody(PTCacheID *pid, struct Object *ob, struct Soft
 void BKE_ptcache_id_from_particles(PTCacheID *pid, struct Object *ob, struct ParticleSystem *psys);
 void BKE_ptcache_id_from_cloth(PTCacheID *pid, struct Object *ob, struct ClothModifierData *clmd);
 void BKE_ptcache_id_from_smoke(PTCacheID *pid, struct Object *ob, struct SmokeModifierData *smd);
+void BKE_ptcache_id_from_dynamicpaint(PTCacheID *pid, struct Object *ob, struct DynamicPaintSurface *surface);
 
 void BKE_ptcache_ids_from_object(struct ListBase *lb, struct Object *ob, struct Scene *scene, int duplis);
 
index df4e247..bb94cb9 100644 (file)
@@ -89,6 +89,7 @@ set(SRC
        intern/deform.c
        intern/depsgraph.c
        intern/displist.c
+       intern/dynamicpaint.c
        intern/effect.c
        intern/fcurve.c
        intern/fluidsim.c
index aaed038..5c447d1 100644 (file)
@@ -1786,7 +1786,7 @@ static void mesh_calc_modifiers(Scene *scene, Object *ob, float (*inputVertexCos
        Mesh *me = ob->data;
        ModifierData *firstmd, *md;
        LinkNode *datamasks, *curr;
-       CustomDataMask mask, nextmask;
+       CustomDataMask mask, nextmask, append_mask = 0;
        float (*deformedVerts)[3] = NULL;
        DerivedMesh *dm, *orcodm, *clothorcodm, *finaldm;
        int numVerts = me->totvert;
@@ -2005,6 +2005,7 @@ static void mesh_calc_modifiers(Scene *scene, Object *ob, float (*inputVertexCos
                        mask= (CustomDataMask)GET_INT_FROM_POINTER(curr->link);
                        /* needMapping check here fixes bug [#28112], otherwise its
                         * possible that it wont be copied */
+                       mask |= append_mask;
                        DM_set_only_copy(dm, mask | (needMapping ? CD_MASK_ORIGINDEX : 0));
                        
                        /* add cloth rest shape key if need */
@@ -2063,6 +2064,10 @@ static void mesh_calc_modifiers(Scene *scene, Object *ob, float (*inputVertexCos
                                        clothorcodm = ndm;
                                }
                        }
+
+                       /* in case of dynamic paint, make sure preview mask remains for following modifiers */
+                       if (md->type == eModifierType_DynamicPaint)
+                               append_mask |= CD_MASK_WEIGHT_MCOL;
                }
 
                isPrevDeform= (mti->type == eModifierTypeType_OnlyDeform);
index 1a27a64..1100c1c 100644 (file)
@@ -48,7 +48,7 @@
 
 /* Math stuff for ray casting on mesh faces and for nearest surface */
 
-static float ray_tri_intersection(const BVHTreeRay *ray, const float UNUSED(m_dist), const float v0[3], const float v1[3], const float v2[3])
+float bvhtree_ray_tri_intersection(const BVHTreeRay *ray, const float UNUSED(m_dist), const float v0[3], const float v1[3], const float v2[3])
 {
        float dist;
 
@@ -81,7 +81,7 @@ static float sphereray_tri_intersection(const BVHTreeRay *ray, float radius, con
  * Function adapted from David Eberly's distance tools (LGPL)
  * http://www.geometrictools.com/LibFoundation/Distance/Distance.html
  */
-static float nearest_point_in_tri_surface(const float v0[3], const float v1[3], const float v2[3], const float p[3], int *v, int *e, float nearest[3])
+float nearest_point_in_tri_surface(const float v0[3], const float v1[3], const float v2[3], const float p[3], int *v, int *e, float nearest[3])
 {
        float diff[3];
        float e0[3];
@@ -456,7 +456,7 @@ static void mesh_faces_spherecast(void *userdata, int index, const BVHTreeRay *r
        {       
                float dist;
                if(data->sphere_radius == 0.0f)
-                       dist = ray_tri_intersection(ray, hit->dist, t0, t1, t2);
+                       dist = bvhtree_ray_tri_intersection(ray, hit->dist, t0, t1, t2);
                else
                        dist = sphereray_tri_intersection(ray, data->sphere_radius, hit->dist, t0, t1, t2);
 
index d2c86a1..2b0c65a 100644 (file)
@@ -878,7 +878,9 @@ static void cdDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
                                if(useColors && mc)
                                        cp = (unsigned char *)&mc[i * 4];
 
-                               glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
+                               /* dont set shading mode to flat because
+                               *  normals are used to change shading */
+                               glShadeModel(GL_SMOOTH);
                                glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
 
                                if (!drawSmooth) {
index f2f3ade..c6b4cab 100644 (file)
@@ -2350,6 +2350,25 @@ void CustomData_set_layer_unique_name(CustomData *data, int index)
        BLI_uniquename_cb(customdata_unique_check, &data_arg, typeInfo->defaultname, '.', nlayer->name, sizeof(nlayer->name));
 }
 
+void CustomData_validate_layer_name(const CustomData *data, int type, char *name, char *outname)
+{
+       int index = -1;
+
+       /* if a layer name was given, try to find that layer */
+       if(name[0])
+               index = CustomData_get_named_layer_index(data, type, name);
+
+       if(index < 0) {
+               /* either no layer was specified, or the layer we want has been
+               * deleted, so assign the active layer to name
+               */
+               index = CustomData_get_active_layer_index(data, type);
+               strcpy(outname, data->layers[index].name);
+       }
+       else
+               strcpy(outname, name);
+}
+
 int CustomData_verify_versions(struct CustomData *data, int index)
 {
        const LayerTypeInfo *typeInfo;
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
new file mode 100644 (file)
index 0000000..3085876
--- /dev/null
@@ -0,0 +1,4874 @@
+/**
+***** 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;
+}
+
+/* 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)
+                                                               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) {
+                               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)) {
+                                               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_dampin