Search found 31 matches

by rwenzlaff
Wed Sep 03, 2003 11:51 pm
Forum: Rendering
Topic: Patch to remove Hard Vert and Face limit
Replies: 3
Views: 3448

Not recommended....

Ton pointed out a big flaw in my method. The G.totface and G.totvert counters I used to size the vert and face lists, really only show the faces and verts in the current 3D window. If you have some other window active and try to render, this will probably crash.

/me hangs head

Det. Thorn
by rwenzlaff
Wed Sep 03, 2003 5:07 am
Forum: Rendering
Topic: Patch to remove Hard Vert and Face limit
Replies: 3
Views: 3448

Patch to remove Hard Vert and Face limit

Anyone interested in testing this out, please do. http://www.soylent-green.com/MaxVert.patch I based the size of the vert and face render data tables on G.totvert and G.totface (after some work to make sure it's the right number....). Let me know how it works on your biggest nightmare scenes.... EDI...
by rwenzlaff
Mon Sep 01, 2003 8:42 am
Forum: Rendering
Topic: Patch for OSA problems !!!
Replies: 5
Views: 4034

but blender is not the real world, why should I care about inaccuracies it has? Cause it looks terrible???? You like jagged edges? Feel free to turn OSA off. (though the blending should be bounded before the blending, if that is the problem) so: don't change my material settings, try to fix the pro...
by rwenzlaff
Fri Aug 29, 2003 5:09 am
Forum: Rendering
Topic: Patch for OSA problems !!!
Replies: 5
Views: 4034

I put it at the top, too, but

http://www.soylent-green.com/ClipOSA.patch
by rwenzlaff
Wed Aug 27, 2003 6:40 pm
Forum: Rendering
Topic: Patch for OSA problems !!!
Replies: 5
Views: 4034

BTW: Heres a file that shows what I mean:

http://www.soylent-green.com/AA.blend

Play with the spec and ref settings of the "white" material.

TTFN
by rwenzlaff
Wed Aug 27, 2003 4:39 pm
Forum: Rendering
Topic: Patch for OSA problems !!!
Replies: 5
Views: 4034

Patch for OSA problems !!!

I discovered that the OSA problems Blender experiences are only apparent when the (spec+ref) settings of a background object total more than 1.00. This kind of makes sense. Since spec and ref are supposed to be the % of light reflected specularly, and diffusely, They should never total more than 1.0...
by rwenzlaff
Thu Feb 06, 2003 2:32 am
Forum: Coding Blender
Topic: Why don't use the rederman iterface api?
Replies: 1
Views: 6140

Work is already well under way on this (Thank you, Green). Patience, my man....

Bob
by rwenzlaff
Thu Feb 06, 2003 2:23 am
Forum: Coding Blender
Topic: Using Blender for rocket science
Replies: 1
Views: 6967

You might have better luck convincing your compiler that all floats are doubles rather than try to find all instances of the coords.

Since you're not interested in compatability, maybe write a script to do a global substitution of "double" for "float" throughout the source.

Bob
by rwenzlaff
Wed Feb 05, 2003 4:22 am
Forum: Rendering
Topic: Dynamics in Movie Rendering?
Replies: 8
Views: 8751

So particle animations have to be completely reworked if you render once in PAL and once in NTSC. No! the framerate shouldnt affect the amount of frames! It merely takes less time, such as any part of any animation. Also there is a script on the elysuin forums that supporst windows (i use it at the...
by rwenzlaff
Wed Feb 05, 2003 4:02 am
Forum: Rendering
Topic: Blender has still crappy AA (OSA) ! ! !
Replies: 8
Views: 7597

And of course the lowest MBlur setting is 5, which takes 5 times the render time.

Doubling the resolution in both x & y (and later scaling) only takes 4x the render time.

Bob
by rwenzlaff
Wed Feb 05, 2003 3:52 am
Forum: Coding Blender
Topic: Anyone have info on editsound.c???
Replies: 0
Views: 5566

Anyone have info on editsound.c???

I've been trying to extend sgefant's work on "sound in the sequence editor" by drawing the sequence box with the waveform drawn on it for cueing. However, the routines in editsound.c are giving me fits. I can't seem to find a reliable way to determine if the bSample associated with any particular bS...
by rwenzlaff
Thu Jan 23, 2003 3:07 pm
Forum: Interface & Tools
Topic: Halo IPO bug?
Replies: 0
Views: 4576

Halo IPO bug?

Has anyone seen this:

Image

The sliders move with the IPO, but it doesn't seem to update teh value for rendering. The Alpha IPO has the same issue with halos.

If nobody knows what's up, I guess I'll start hunting...

Bob (AKA Det. Thorn)
by rwenzlaff
Wed Jan 08, 2003 3:01 am
Forum: Python
Topic: Bug?: Mesh.update() messes up material user count.
Replies: 0
Views: 4845

Bug?: Mesh.update() messes up material user count.

Has anyone else seen this (2.25)? I load up the Mesh data of an object, then manipualte the verts, and call update() Everytime I run the script, the mesh's material user count goes down by 1. When it goes negative, Blender can no longer deal with it, and when I save/reload, the material is deleted. ...
by rwenzlaff
Wed Jan 01, 2003 4:54 pm
Forum: Interface & Tools
Topic: Proposed feature for editmode
Replies: 10
Views: 4274

I already have the switch planned. There's still one little issue to work out with my code. Blender doesn't sort the mesh in any particular way. If a rear edge is drawn last, it can occlude a forward edge, hiding the forward edge behind a rear one. I need to come up with a way to zsort the mesh data...