Posted: Thu Mar 27, 2003 7:59 am
Joined: 22 Mar 2003
Posts: 187
Anyone working on adding this option into a future Blender version. Other Blender users have requested this feature in the past. So I hope that this one basic 3d feature will make it into Blender one day. This would make mapping tree leaves, bug wings and wire fencing look more realistic.
Posted: Thu Mar 27, 2003 8:25 am
Joined: 14 Oct 2002
Posts: 239
I think it's been mentioned a couple of times before, but it is important enough to be repeated. Deep shadowmaps taking alpha and color into account would be VERY useful.
I don't know exactly how shadowmaps are calculated, but it shouldn't be too hard to fix this, should it?
Posted: Thu Mar 27, 2003 8:56 am
Joined: 13 Oct 2002
Posts: 81
| JA-forreal wrote: |
| Anyone working on adding this option into a future Blender version. Other Blender users have requested this feature in the past. So I hope that this one basic 3d feature will make it into Blender one day. This would make mapping tree leaves, bug wings and wire fencing look more realistic. |
That would be a nice feature. deep shadow maps could be extremly usefull.
A workaround could be rendering a shadowpass with 3delight and composite over the blender render in gimp/photoshop.
I think I will have deep shadow maps supported in 3delight very soon.
Posted: Thu Mar 27, 2003 9:43 am
Joined: 14 Oct 2002
Posts: 239
| green wrote: |
| I think I will have deep shadow maps supported in 3delight very soon. |
Sounds great! How is your work progressing otherwise?
I made some quick tests with the latest tuhopuu win-binary, and it seems like it could have exported some stuff, although there are some shader files that could not be located. Do you have some how-to draft or simple pointers somewhere on how to make 3Delight rendering operational?
Posted: Thu Mar 27, 2003 11:07 am
Joined: 13 Oct 2002
Posts: 81
| Jamesk wrote: |
| green wrote: | | I think I will have deep shadow maps supported in 3delight very soon. |
Sounds great! How is your work progressing otherwise?
I made some quick tests with the latest tuhopuu win-binary, and it seems like it could have exported some stuff, although there are some shader files that could not be located. Do you have some how-to draft or simple pointers somewhere on how to make 3Delight rendering operational? |
There is a bug in the 3delight install app that makes it place an env variable wrong. I will try and work around this somehow. But basicly. If it doesnt work and you dont know how to get it to work, you would probibly just be wasting your time trying to get it to work since it doesnt do much usefull things yet.
But basicly you could try to copy over the files in C:\3Delight\displays\ to C:\3Delight\lib\. Thats probibly the easiest way to do it.
Posted: Thu Mar 27, 2003 11:12 am
Joined: 14 Oct 2002
Posts: 239
Thanx, dude, I'll try that. Even if it's not useful yet, I just can't let it sit there without me testing it
Posted: Thu Mar 27, 2003 12:10 pm
Joined: 14 Oct 2002
Posts: 239
IT'S ALIVE <mad scientist mode>
Posted: Thu Mar 27, 2003 12:28 pm
Joined: 13 Oct 2002
Posts: 81
| Jamesk wrote: |
IT'S ALIVE <mad scientist mode>
 |
Cool
First internal blendermade raytrace reflective floor pic
Posted: Thu Mar 27, 2003 6:10 pm
Joined: 14 Oct 2002
Posts: 239
Yah! I should of course have made the floor checkered too

Dang, forgot that... And there's no sphere

This really sucks...