Search found 34 matches

by brecht_
Wed Jun 16, 2010 7:28 pm
Forum: Rendering
Topic: incorrect normal perturbation
Replies: 2
Views: 2148

Thanks for the tip, but I'm fairly sure this is what the code does now in 2.5x, evaluating the texture at two other points in the tangent plane. In 2.4x bump mapping wasn't working well at all, and for procedural textures it was indeed using the gradient of the 3D function to compute the normal.
by brecht_
Sun Aug 03, 2008 6:13 pm
Forum: Rendering
Topic: Game Engine vs Renderer: Tangent Space Normal Maps
Replies: 2
Views: 3257

Re: Game Engine vs Renderer: Tangent Space Normal Maps

Try reporting it in the bug tracker, with a .blend file and packed image.
http://www.blender.org/development/report-a-bug/
by brecht_
Tue May 20, 2008 8:00 pm
Forum: Interface & Tools
Topic: Letterbox Anim. Studios article on improving UV unwrap
Replies: 2
Views: 2108

About keeping the point density constant, that will probably have little effect for Blender. The ABF and LSCM algorithms that it uses are in theory independent of the specific topology, and should generate basically the same unwrap for the same shape even if it has a different layout of vertices and...
by brecht_
Mon Apr 28, 2008 4:04 pm
Forum: Coding Blender
Topic: Building Apricot branch using scons
Replies: 2
Views: 3216

Re: Building Apricot branch using scons

You shouldn't have to download GLEW, it's included in the source in extern/glew. I'm not sure why it would fail compiling in this case. Can you build with this flag, to see if glew is included for linking, and paste the output here?

scons BF_QUIET=0
by brecht_
Sun Apr 13, 2008 9:35 pm
Forum: Coding Blender
Topic: Correlation Blender global coordinate -> raytree coordina
Replies: 3
Views: 3289

The purpose of faceorig is to make sure the ray doesn't intersect the face it was emitted from. I think it is fine to add that extra check for the existence of faceorig, it just isn't there because it wasn't needed yet.
by brecht_
Sun Apr 13, 2008 2:36 am
Forum: Coding Blender
Topic: Correlation Blender global coordinate -> raytree coordina
Replies: 3
Views: 3289

Re: Correlation Blender global coordinate -> raytree coor

This is basically the forum for developers. Though most discussion really happens on the #blendercoders irc channel and the bf-committers mailing list. The coordinates are transformed by the camera matrix (but not including the perspective matrix, only rotation and translation). Why it is done I'm n...
by brecht_
Wed Mar 19, 2008 9:28 pm
Forum: Rendering
Topic: render baking efficiency on SMP machines.
Replies: 2
Views: 4494

I don't think this would be a very important optimization, especially taking into account materials adds too much complexity for the average speed gain. The proper solution is really to make baking tile based. Similarly for rendering doing the most complex tiles first only sidesteps the problem that...
by brecht_
Thu Feb 28, 2008 12:55 pm
Forum: Blender Open Projects
Topic: Permission for Peach
Replies: 1
Views: 5971

Re: Permission for Peach

Yes, you have the permission to use images posted on the peach website. Check the text at the top of this page, it has details about the copyright:
http://peach.blender.org/index.php/about/
by brecht_
Wed Jan 02, 2008 10:30 am
Forum: Coding Blender
Topic: Muscle system for blender
Replies: 66
Views: 61951

Rotations in general are not order independent, not just Euler angles. Blender definitely has functions to work with quaternions, and quaternions are used in various places. But you need to define what "applying two rotations at the same time" means in your case, since that could be done in differen...
by brecht_
Fri Dec 28, 2007 8:50 pm
Forum: News & Chat
Topic: recode coder tool(s)
Replies: 2
Views: 2133

Re: recode coder tool(s)

I think the kind of automatic code conversion you are thinking of is far beyond the capabilities of even state of the art computer algorithms. Some development environments have code refactoring tools, but they do very specific, small changes. I'm afraid that there isn't really another solution than...
by brecht_
Tue Nov 27, 2007 8:39 pm
Forum: Blender Open Projects
Topic: Apricot: why use CrystalSpace, and not Blender GE?
Replies: 31
Views: 40588

That alone makes sense. Perhaps that's a good place to start. As a whole and how it compares to Orange doesn't make sense to me. In Orange, there wasn't a focus on FITTING IN to the existing piplines of CG film making in my opinion. The focus seemed more to be CREATING a pipeline with Blender. That...
by brecht_
Wed Sep 05, 2007 5:14 pm
Forum: Coding Blender
Topic: MEM_guardalloc.h
Replies: 2
Views: 2642

There are two project files that need to be compiled, first compile the one in intern/make/msvc_6_0, which will put MEM_guardedalloc.h in the right place, then compile the other.
by brecht_
Fri Aug 10, 2007 4:54 am
Forum: News & Chat
Topic: Blender Crashes on Startup
Replies: 23
Views: 42256

LetterRip, are you sure it is MSVCR71.dll, sounds like the wrong version to me, since Visual Studio 2005 is number 8?

My guess is you need the "Microsoft Visual C++ 2005 Redistributable Package (x86)", as linked to on the download page:

http://www.blender.org/download/get-blender/
by brecht_
Wed Jun 20, 2007 4:42 pm
Forum: Foundation and Websites
Topic: Question about current Open Projects ( peach and apricot )
Replies: 2
Views: 5246

Re: Question about current Open Projects ( peach and apricot

There is only a call for the open movie project right now. The open game project starts later, and it is my understanding that more of the specifics have to be worked out before they do a call for participation.
by brecht_
Wed Jun 13, 2007 3:51 am
Forum: Coding Blender
Topic: LSCM
Replies: 1
Views: 2633

Re: LSCM

There is no documentation or tutorial, LSCM unwrapping basically sets up and solves the numerical system from the paper. The unwrapping code implemented there does not spit the mesh into charts automatically, so if you need that, you might want to look at the lightmap uvpack or smart projections pyt...