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chat icon bf-blender / windows (2004/01/06)

jesterKing

Posted: Tue Jan 06, 2004 12:33 pm
Joined: 18 Oct 2002
Posts: 1851
This build has been obsoleted by a newer build

The CVS-build for today:

[url=xxxx]http://www.letwory.net/cvsbuilds/bf_blender_windows_20040106.zip[/url]


This version has been built with Michel_'s created build system, SCons. It has TTF, International, Quicktime and OpenAL enabled, and of course including the preliminary Yafray export support, which really rocks already!

What is new?

* displacement map (working with texture mappings orco, sticky, global, obj and normal)
* splitting of non-flat quads for better displacement and less errors of subsurfaces while raytracing
* adaptive splitting of renderfaces improving smoothness without additional subdivide
* bug fix for previewrender with mapping type 'Cube'

See the thread for the windows build of yesterday (2004/01/05) for instruction on installing and configuring for Yafray.

Enjoy!

/jesterKing

edit: added some coloring

Last edited by jesterKing on Wed Jan 07, 2004 6:56 am; edited 3 times in total
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dotblend

Posted: Tue Jan 06, 2004 1:38 pm
Joined: 17 Oct 2002
Posts: 72
thanks, for your built but i was wondering
how does the displacement work?
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jesterKing

Posted: Tue Jan 06, 2004 2:03 pm
Joined: 18 Oct 2002
Posts: 1851
The zip has been updated. All of the updates concern the yafray support.

* A file selector for the iYFexport path (in user settings) has been added. Win32 should have less problems now.
* reflection export scheme has changed so now blender's RayMir is used as yafray's min_refle and the amount of reflection is controled by the mir color. This seems more intuitive. And now IOR is exported also for reflection only, wich is needed for fresnel.

To use the new displacement:
* add a cube
* in edit mode subdivide it a few times
* add a material
* add a texture to the material (like clouds)
* in the material panels, for the texture in the map to panel hit the disp button.
* f12
* oooohh.
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Guest

Posted: Tue Jan 06, 2004 2:18 pm

Quite nicely Wink To get a result, make sure your object has UV coordinates, or else set "map input" to "nor". Set "Map to" to "disp", and make sure the mesh has enough vertices, preferably by setting it as a subsurf. Render Wink

(this only works in Blender's renderer, not YafRay)
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Monkeyboi

Posted: Tue Jan 06, 2004 3:16 pm
Joined: 26 Nov 2002
Posts: 543
Breathtaking! Simply Breathtaking!


I found a bug though: the Bake function in the Action Window is not working. It doesn't work when I insert the strip in the NLA Editor...
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Website: http://www.shadeless.dk
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leinad13

Posted: Tue Jan 06, 2004 4:56 pm
Joined: 16 Oct 2002
Posts: 219
Nice build.
I cant get the displacement to work at all atm though.

I will keep trying

[EDIT] Got it, i was being an idiot and forgot to Sub Divide
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Over to you boffins

L!13
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soletread

Posted: Tue Jan 06, 2004 7:30 pm
Joined: 10 Jan 2003
Posts: 82
Is anyone experiencing the same armature problems as I am?

What used to be sticky feet are now not. If I grab the base of the spine on the previous pre-Yafray builds, and pull down, the character goes into a crouch. Now all he does is relocate completely.

This rig has worked in all the Blender versions up until now, could it just be a bug or bad rig design I wonder.
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Guest

Posted: Tue Jan 06, 2004 11:25 pm

soletread wrote:

What used to be sticky feet are now not. If I grab the base of the spine on the previous pre-Yafray builds, and pull down, the character goes into a crouch. Now all he does is relocate completely.

I noticed this as well, but it seems like a GL thing. It seems like the constraints are not being updated in the 3d window, keying the rigs, eg, spine with Ik legs, works in playback and rendering. I think this was an atempt to speed up the Armature system.

Don't you just love the new displacement mapping, some great work coders Very Happy

/nozzy
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nozzy

Posted: Tue Jan 06, 2004 11:40 pm
Joined: 13 Oct 2002
Posts: 40
soletread wrote:
What used to be sticky feet are now not. If I grab the base of the spine on the previous pre-Yafray builds, and pull down, the character goes into a crouch. Now all he does is relocate completely.


I noticed this, i think its a GL problem, Constraints are not updated in the 3d window, but if there are keyed they playback as they should. I think it is its an atempt to speed up the Armature system.

As for the Displacement mapping fantastic work coders Very Happy
I subdivded a plane, added a material with a cloud texture
and mapped it to the displacement then animated the offset
and this is what i got

/nozzy
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Hos

Posted: Wed Jan 07, 2004 1:52 am
Joined: 15 Oct 2002
Posts: 215
soletread wrote:
Is anyone experiencing the same armature problems as I am?

What used to be sticky feet are now not. If I grab the base of the spine on the previous pre-Yafray builds, and pull down, the character goes into a crouch. Now all he does is relocate completely.

This rig has worked in all the Blender versions up until now, could it just be a bug or bad rig design I wonder.


Please supply an example blend.

Chris
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modron

Posted: Wed Jan 07, 2004 6:52 am
Joined: 05 Jun 2003
Posts: 104
Displacement seems to be coming out fine in the render, but it doesn't show up in the 3D view. After displacing an object, it appears in the 3D window, as no different than before i applied the displacement. Is it supposed to do this?
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jesterKing

Posted: Wed Jan 07, 2004 6:55 am
Joined: 18 Oct 2002
Posts: 1851
Yes. It is a render-time displacement.

This build has been obsoleted by a newer build
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modron

Posted: Wed Jan 07, 2004 7:33 am
Joined: 05 Jun 2003
Posts: 104
oops missed the new one, because I arrived via link. Thanks for the builds. Smile
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soletread

Posted: Wed Jan 07, 2004 7:57 am
Joined: 10 Jan 2003
Posts: 82
Hos wrote:
Please supply an example blend.

Chris


I dont have server space to post unfortunately, but that character of yours that opens the filing cabinet. That one has the same problem.

Cheers
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Guest

Posted: Wed Jan 07, 2004 11:45 am

I don't know if it has been said before, as I cant find where to report bugs for bf, but Shadow only doesn't work with ray traced shadows.


Erufailon
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