Search found 28 matches

by snow
Fri May 05, 2006 9:48 pm
Forum: Interface & Tools
Topic: User Interface Design - A guide - Circular Menus
Replies: 7
Views: 4753

This has been done in one or two games I've played and I found it very intuitive. Make it so :D One thing though. I would much prefer to have smaller circular icons instead of buttons for the different items since it's faster to access and takes up less space. Ofcourse this needs some kind of toolti...
by snow
Fri May 05, 2006 9:18 pm
Forum: Rendering
Topic: What makes a good rendering computer?
Replies: 7
Views: 5783

Conventional wisdom says a good processor and lots of fast ram. Preferably Dual Core ofcourse. However. I wouldn't write off a good graphics processor completely. It is still very early, but gpu-accelerated renderers are starting to make an appearance. NVidia has recently released a free version of ...
by snow
Sun Mar 12, 2006 6:46 pm
Forum: Coding Blender
Topic: Guides for compiling Blender
Replies: 94
Views: 169146

ideasman: Shouldn't wiki tutorial be placed in BlenderDev/CodingTutorials instead? The refactoring project page seems a little bit of a strange home...
by snow
Sat Mar 04, 2006 7:48 pm
Forum: News & Chat
Topic: Video editing OSS tool used for Orange movie?
Replies: 4
Views: 4363

O thanks, I never even noticed! I'm afraid the sequence editor isn't one of my specialities. I'm planning to train my friend in blender a little bit anyway so I should really look at it properly.
by snow
Wed Mar 01, 2006 6:41 pm
Forum: News & Chat
Topic: Video editing OSS tool used for Orange movie?
Replies: 4
Views: 4363

Ok... sorry my bad. Suppose the sequence editor makes sense :P (Reason why I asked is I have a friend studying in motion picture production looking for editing software). Thanks anyhow ;)
by snow
Wed Mar 01, 2006 3:39 pm
Forum: News & Chat
Topic: Video editing OSS tool used for Orange movie?
Replies: 4
Views: 4363

Video editing OSS tool used for Orange movie?

Hey does anyone know what video editing app the orange team used for their film? Apparently all the tools were OSS: blender, gimp and .... ?
by snow
Tue Feb 28, 2006 9:14 am
Forum: Coding Blender
Topic: Scons build priorities
Replies: 2
Views: 2500

Oops - never mind. I just figured out the includes (i.e. "PIL_dynlib.h") have to be inside an extern "C" block to get the correct linking conventions since I'm compiling a cpp with c headers. Thanks anyway! :P
by snow
Tue Feb 28, 2006 9:10 am
Forum: Coding Blender
Topic: Scons build priorities
Replies: 2
Views: 2500

Scons build priorities

Hi, I'm struggling a bit to get my build priorities right. (Using scons/mingw) I've added a new library called HurlyBurly (i.e. bf_hurlyburly.a), but I get an undefined reference to PIL_dynlib_open(char*) (which I use inside HurlyBurly). Unless I'm blind PIL_dynlib_open(char*) is declared in blenlib...
by snow
Mon Feb 27, 2006 9:49 pm
Forum: Documentation & Education
Topic: Saving to .fmz format - PLEASE HELP
Replies: 3
Views: 2629

Very off-topic (sorry), but I love your nick invinciblewombat. For some reason it hits a funny bone :P Welcome to blender btw
by snow
Mon Feb 27, 2006 12:33 pm
Forum: News & Chat
Topic: Real Time HDRI
Replies: 12
Views: 8655

I'm pretty sure preview render is in cvs - I haven't really tested it properly yet, but I think it works just fine. Try one of the test builds - I think there's a few quite up-to-date ones in the testing builds forum. (Btw. I was on a TNT2 until a year and a bit ago - cough - hack - cough :P ) Umm.....
by snow
Sat Feb 25, 2006 1:56 pm
Forum: News & Chat
Topic: Real Time HDRI
Replies: 12
Views: 8655

Hi, ok, it sounds like there's a lot of confusion about this stuff. HDRI stands for high dynamic range imaging. In itself the technology is simply about storing images as floating point values. This allows you to store values that are much brighter than what your screen can display. I.e. Your screen...
by snow
Wed Feb 22, 2006 11:24 pm
Forum: Rendering
Topic: Feature Request: Renderers linked to compositing nodes
Replies: 11
Views: 5505

Here they are. This one's for the renderer nodes http://i44.photobucket.com/albums/f25/errantkid/screenshot1.jpg This is to show how to switch between settings http://i44.photobucket.com/albums/f25/errantkid/screenshot2.jpg I think it's pretty obvious that I had a lot of fun... :wink: R0.02 (local c...
by snow
Wed Feb 22, 2006 12:37 am
Forum: Rendering
Topic: Feature Request: Renderers linked to compositing nodes
Replies: 11
Views: 5505

An-toni: Thank you! I believe we can thank Orange for giving us the nice nodes sys in the first place? So I'm all for concentrating on that. Ton & An-toni: I feel using different scenes is more of an usability overhead than an actual feature problem, so no pressure to do anything very quickly. (Oran...
by snow
Mon Feb 20, 2006 11:33 pm
Forum: Rendering
Topic: Feature Request: Renderers linked to compositing nodes
Replies: 11
Views: 5505

I see from the code that there's already commented-out bits to provide outputs for each of the passes, so it's very likely that passes WILL provide outputs for a Render Result node. I wonder why Ton bothered to put in the passes buttons in the Render Layers tab? After all, you can just check which p...
by snow
Mon Feb 20, 2006 8:57 pm
Forum: Rendering
Topic: Feature Request: Renderers linked to compositing nodes
Replies: 11
Views: 5505

You could have a render button on each render node (so it only renders when you want it to), then the output node would just collect all of these. The output node could have a master render button that renders everything, so you could just hit it and leave it runnning. Nicely put though! This is ex...