Search found 23 matches

by Little_Cube
Tue Oct 26, 2004 11:37 pm
Forum: Coding Blender
Topic: Dithering
Replies: 9
Views: 6966

After spending a whole day trying to insert the dither intensity control in the Struct-DNA (a warning about padding should be included in the developers docs with the largest font possible) :), I've finally finished working on the dithering implementation. It should be still considered a beta, but f...
by Little_Cube
Sat Oct 23, 2004 4:38 pm
Forum: Coding Blender
Topic: Dithering
Replies: 9
Views: 6966

For starters, I'm also not that well acquainted with Blender's code. What you're looking for would most probably be situated in the blender/source/blender/imbuf folder. Although, if you look at the renderer code, you'll see that the float to char conversion takes place very deep in the rendering pip...
by Little_Cube
Thu Oct 21, 2004 10:24 pm
Forum: Coding Blender
Topic: Dithering
Replies: 9
Views: 6966

I spent some time testing the dithering code today and noticed that the amplitude of the dithering noise was too high. It was covering two 8-bit samples instead of one (it moved from -1 to 1, instead of -0.5 to 0.5). With the corrected formula the noise in the image is less apparent, while there's s...
by Little_Cube
Thu Oct 21, 2004 11:45 am
Forum: Coding Blender
Topic: Dithering
Replies: 9
Views: 6966

Hi, results look good, I've no clue to if your code is correct 'Blender' code but I noticed one line in your diff_rendercore < dither_value = (BLI_frand()*2.0-1.0)*255.0/255.0; As you can se the line end with a strange calculation 255.0/255.0, this seems like an error, the compilers will optimize t...
by Little_Cube
Thu Oct 21, 2004 1:02 am
Forum: Coding Blender
Topic: Dithering
Replies: 9
Views: 6966

Dithering

Hi! One of the biggest problems I have with Blender's internal renderer is that it doesn't do any dithering to the output while converting the floating point values to 8-bit integer values, resulting in noticable banding in some cases. While it shouldn't be very hard to implement this, it seems that...
by Little_Cube
Thu Oct 16, 2003 11:45 am
Forum: Python
Topic: BlenderMan 0.1 Beta9.0
Replies: 0
Views: 1695

BlenderMan 0.1 Beta9.0

Hi, BlenderMan is a Python script that enables Blender to export to several RenderMan compilant renderers. 3Delight, AQSIS, BMRT, Entropy and PRMan are supported at the moment, but other renderers can also be used directly from the script by supplying their renderer executable. Here are some of the ...
by Little_Cube
Fri Oct 10, 2003 10:24 am
Forum: Coding Blender
Topic: two rotation bugs in Tuhopuu2
Replies: 2
Views: 2195

No problem. I didn't know that a tuhopuu mailing list even existed (it isn't listed on the main projects.blender.org page).

Goran
by Little_Cube
Thu Oct 09, 2003 11:36 pm
Forum: Coding Blender
Topic: two rotation bugs in Tuhopuu2
Replies: 2
Views: 2195

two rotation bugs in Tuhopuu2

Hi, Yesterday (2003-10-08) I downloaded Tuhopuu2 through CVS and I noticed and fixed two bugs regarding rotation in edit mode. The first problem is that the R key doesn't function when in edit mode. I traced the problem to these lines in space.c: case RKEY: if(G.obedit==0 && (G.f & G_FACESELECT)) ro...
by Little_Cube
Wed Oct 08, 2003 12:40 pm
Forum: Python
Topic: RenderMan & mental ray export
Replies: 15
Views: 7762

Hi Jan,

Sorry for going OT, but I sent a reply to your message seven days ago and since I got no answer yet I was just wondering if you recieved my mail?

Regards,
Goran
by Little_Cube
Fri Sep 26, 2003 4:57 pm
Forum: Python
Topic: BlenderMan 0.1 Beta 8.0
Replies: 0
Views: 1643

BlenderMan 0.1 Beta 8.0

Hi, I've finaly finished the new version of the BlenderMan export script (ver. 0.1 Beta 8.0). The script enables Blender to export to several RenderMan compilant renderers. 3Delight, AQSIS, BMRT, Entropy and PRMan are supported at the moment, but with little or no changes to the generated RIBs addit...
by Little_Cube
Wed Sep 17, 2003 3:01 pm
Forum: Python
Topic: a couple of questions about the new API
Replies: 3
Views: 1894

I think I should get a new pair of glasses :oops: Thanks a lot!

Goran
by Little_Cube
Mon Sep 15, 2003 1:15 am
Forum: Python
Topic: a couple of questions about the new API
Replies: 3
Views: 1894

a couple of questions about the new API

Hi, Is there a way to access the name of a UV map image assigned to a mesh object (in the old Blender210 API it was Blender210.getMesh(meshobject.data).texture) and to get the name of the currently active world (previously Blender.World.GetActive())? I've looked through the new API docs, but without...
by Little_Cube
Sun Jun 29, 2003 11:41 pm
Forum: Interface & Tools
Topic: selected objects in shaded mode
Replies: 1
Views: 1976

selected objects in shaded mode

I think it would be very useful to have some kind of a visual clue for the active and selected objects when the 3D window is in solid/shaded/textured mode. The way it is now, it's very easy to get confused and the user has to switch to and from the wireframe mode constantly. One possible solution wo...
by Little_Cube
Thu May 29, 2003 6:57 pm
Forum: Rendering
Topic: Shadow maps are rendered every frame.
Replies: 13
Views: 9817

On a related point. Has anyone considered using a midpoint depth filter for shadowmaps? I assume you're reffering to the Woo trick (at least, I think that's what it's called), where the depth of a shadow-buffer pixel is set to the average depth of the two closest depths. Yup, that's the one. Anothe...
by Little_Cube
Thu May 29, 2003 6:41 pm
Forum: Rendering
Topic: The Yafray Look
Replies: 51
Views: 29276

I have to stand behind Green on this one. As I understand, cessen's problem with SL is that it's too generalized, but it's very easy to make SL more "high level" if one needs. As Green said you can make shading models, procedural textures, etc. as functions stored in a separate header (or headers) a...