Search found 29 matches

by onip
Thu Jan 25, 2007 10:24 am
Forum: Interface & Tools
Topic: Multi-res and boneweight problems
Replies: 3
Views: 2912

It seems that your problem is very similar to mine,if I understand what you mean,take a look . http://img68.imageshack.us/my.php?image=kimeratest9xm.jpg http://img376.imageshack.us/my.php?image=smilidontest7re.jpg I think that for now we have to wait for a fix,maybe after the 2.43 release the proble...
by onip
Fri Oct 13, 2006 10:16 pm
Forum: Rendering
Topic: 32 bit depth images for envmap not working
Replies: 0
Views: 2522

32 bit depth images for envmap not working

From 2.40 we have support for texturing with 32 bit channel depth(with hdr/openexr)but the envmap are still 8 bit depth,I wonder if there are plans to extend envmap for using hdr images,for realistic reflection and for diffuse map could be a very good thing.
by onip
Sat Mar 11, 2006 4:34 pm
Forum: Rendering
Topic: Bias material parameter doesn't work correctly
Replies: 6
Views: 5334

Harkyman,the problem is only in new builds,not old ones. It seems that inbetween 2.39 and 2.41(I can't be more precise)with the introduction of the new shadow bias parameter for material something goes wrong in the evaluation of shadow maps(in self shadowing). I'm sure that the problem is caused by ...
by onip
Thu Mar 09, 2006 11:29 am
Forum: Rendering
Topic: Bias material parameter doesn't work correctly
Replies: 6
Views: 5334

Hi lusque,yes,the translucent effect is only shadow map stuff. I'm developping and refining the tecnique,please keep in mind that is mainly for skin,the buddha isn't a really good example but not so bad to see after all,maybe I'll post some other render. It's a pity that the bias bug isn't taked int...
by onip
Tue Mar 07, 2006 8:38 am
Forum: Rendering
Topic: Bias material parameter doesn't work correctly
Replies: 6
Views: 5334

Nobody has the same problem?
Strange,I think shadow maps are rarely used here.
by onip
Sat Mar 04, 2006 9:58 am
Forum: Rendering
Topic: Will blender get a real falloff material?
Replies: 1
Views: 2841

I don't understand what you mean with material fallof,can you explain better?
by onip
Fri Feb 24, 2006 9:09 pm
Forum: Coding Blender
Topic: Sub Surface Scattering
Replies: 5
Views: 4113

The right approach to subsurfacescattering should be via depth maps(shadow buffers),it's fast and good to see,not much accurate(it depend on) but much better that the current scripts. Take a look at this: http://img159.imageshack.us/my.php?image=testrender8po.png It's a solution that I'm tryng to do...
by onip
Fri Feb 24, 2006 10:44 am
Forum: Rendering
Topic: Bias material parameter doesn't work correctly
Replies: 6
Views: 5334

Bias material parameter doesn't work correctly

When rendering with spot lights(with shadow buffers on) Blender automatically blocks the diffuse illumination in regions on objects where the light is at 90 or more degrees(where it should selfshadow,the terminator). This isn't good for different reasons,and makes the use of shadow maps(buffers) ver...
by onip
Thu Feb 23, 2006 5:03 pm
Forum: Interface & Tools
Topic: Feature Request: Volumes of Revolution
Replies: 5
Views: 2825

An important thing to know is that the uv coordinates for bevOb and TapOb when the curve is closed(a perdiodic curve)are buggy,it's only useful when the curve is not closed(you can always convert the object to
mesh and make the uvmapping after, but it's a pity)
by onip
Wed Feb 08, 2006 9:31 pm
Forum: Animation
Topic: export weight map
Replies: 4
Views: 5135

In the rig process is common to reload the weight of the bone,because it can happen that it's necessary to modify the esisting model or to rebind the mesh to the skeleton, or because the rig has changed. In other application is an important stuff,but in blender the way the vertex group(weight map) i...
by onip
Tue Feb 07, 2006 3:29 pm
Forum: Testing Builds
Topic: BF windows 2006/02/07
Replies: 24
Views: 20148

Thank you lguillaume,now it's works.
Bye
pino
by onip
Tue Feb 07, 2006 3:05 pm
Forum: Testing Builds
Topic: BF windows 2006/02/07
Replies: 24
Views: 20148

The same here,same problem,same error

pino
by onip
Sun Jan 29, 2006 9:29 am
Forum: Animation
Topic: Feature Request: custom local bone rotation axes
Replies: 1
Views: 2563

Hi Jeff_Grain, I agree with you,custom local axes could be very useful. But it's not what I'm talking about in the link you posted.In that page I was proposing to trasform the edit mode pose of a bone(the position and orientation when we create it)in the one created by the contraints(ik solver and o...
by onip
Sun Jan 22, 2006 9:30 am
Forum: Interface & Tools
Topic: CrazySpace
Replies: 1
Views: 1545

I agree with you aligorith,some time ago Ton fixed the problem,but for me nothing changed...it seems impossible to manipolate for example more than a vertex at time,it's really strange.
by onip
Thu Jan 19, 2006 8:14 pm
Forum: Interface & Tools
Topic: Shadow only material for compositing
Replies: 10
Views: 6788

A very useful thing could be having different flags in the material for each different ray type(shadow,reflection,refraction,primary visibility an so on),probably should not be difficult to do it,let's wait the render recoding that Ton is doing int these week.
Bye