Search found 132 matches
- Sat Jun 11, 2005 11:04 pm
- Forum: Coding Blender
- Topic: True 3D Texture Support
- Replies: 24
- Views: 12694
I think you are probably looking in the wrong direction. What exactly is your goal? Adding it to the game-engine? For rendering, Blender currently doesn't use ogl. You said previously that you didn't like the stacked planes option, but I think you overlooked the fact that the ogl solution IS exactly...
- Thu Jun 02, 2005 9:24 pm
- Forum: News & Chat
- Topic: So, uh, yafray?
- Replies: 5
- Views: 4161
Yes, I did, last year even, in december. But I think it was Ton who didn't have the time to include it, or maybe he doubted about including it with Blender, don't really know. But as I already remarked to Ton at the meeting two weeks ago, since this is the final version of the yafray exporter and is...
- Thu Jun 02, 2005 7:35 pm
- Forum: News & Chat
- Topic: So, uh, yafray?
- Replies: 5
- Views: 4161
I don't know if you used yafray before, but light levels have always been a problem. Light models in Blender and yafray are completely different, and basically incompatible. There is no simple solution to that. If you mean something different, then that could simply be some compatibility issue's wit...
- Wed Jun 01, 2005 4:49 am
- Forum: Coding Blender
- Topic: True 3D Texture Support
- Replies: 24
- Views: 12694
So was I, or at least so I thought. But I guess you mean something else by 'volumetric textures'. If you mean something like some 3D grid of density data or something (like what you get from the fluid sim), then you can still render that by the same methods, view aligned (billboard) stacked planes, ...
- Wed Jun 01, 2005 12:35 am
- Forum: News & Chat
- Topic: So, uh, yafray?
- Replies: 5
- Views: 4161
I suppose more info might be found on yafray.org somewhere. Though I see it mentioned in the release notes that the new yafray is not ready yet. Nevertheless the old yafray still should work regardless. Yes, it won't have all the new features so will give you several warnings, but that was already t...
- Wed Jun 01, 2005 12:18 am
- Forum: Coding Blender
- Topic: True 3D Texture Support
- Replies: 24
- Views: 12694
Not entirely sure what you mean, but all procedural textures are 3d. And besides that, even with image textures there are ways to simulate various volumetric type renders. Stacked planes, shells, using the particle system in certain ways, 'cards', etc. All the well-known methods that sort of tends t...
- Mon May 30, 2005 4:04 am
- Forum: Testing Builds
- Topic: bf-blender / Windows (2005-05-23) release candidate
- Replies: 42
- Views: 24686
I wouldn't call this a bug, but I can't stop the rendering during the xml loading phase, which can take several minutes on large meshes. A problem: I too have crashes often. One is if I have Global GI, and normal lamps, it sometimes crashes. Another is in some blend files, it crashes if and only if...
- Sat May 28, 2005 11:43 pm
- Forum: Testing Builds
- Topic: bf-blender / x86 Linux (2005/05/28) Release Candidate 2
- Replies: 7
- Views: 6297
http://projects.blender.org/pipermail/bf-blender-cvs/2005-May/003692.html http://projects.blender.org/pipermail/bf-blender-cvs/2005-May/003696.html I changed things to behave more like Blender, you now have to set the mapping type and the 'Hori' button for it to be visible. This was just done in cas...
- Fri May 27, 2005 12:58 am
- Forum: Testing Builds
- Topic: bf-blender / Windows (2005-05-23) release candidate
- Replies: 42
- Views: 24686
It isn't really 'broken', I had totally rewritten the blendershader in yafray. Which mean you need a new yafray for all those new features. I still have some minor work to do on the yafray code itself as well, so the new code is not even in yafray cvs yet. But see the comments I made in that bugtrac...
- Mon Apr 18, 2005 1:03 am
- Forum: Coding Blender
- Topic: blender's file format
- Replies: 8
- Views: 5482
Never mind, to save you the trouble, here is an example of how to import a mesh back into blender: from BFREAD import * from Blender import Object, NMesh, Redraw filename = BLENDFILE_NAME_HERE meshname = MESHNAME_FROM_FILE_HERE def adr_cmp(a, b): x = '0x'+a.address[2:] y = '0x'+b.address[2:] exec('t...
- Mon Apr 18, 2005 12:13 am
- Forum: Coding Blender
- Topic: blender's file format
- Replies: 8
- Views: 5482
If you are still using my blendfile reader, this has to do with almost all lists being out of order, you can't use the indices directly. You have to sort the lists by it's 'address' parameter first (not a blendfile parameter, added by the script). I thought I had an example .py of that in the .zip I...
- Wed Apr 13, 2005 7:08 pm
- Forum: Coding Blender
- Topic: blender's file format
- Replies: 8
- Views: 5482
While old, this might be useful to you maybe. Three years ago I created a python blendfile reader for the lightflow export script to get materials/textures/nurbs/metaballs info which was not possible using the python api at the time. You can find the script distribution here (LFexportGUI): http://ww...
- Wed Dec 15, 2004 11:13 pm
- Forum: Rendering
- Topic: Parallax Mapping
- Replies: 15
- Views: 8010
- Wed Dec 15, 2004 10:22 pm
- Forum: Rendering
- Topic: Parallax Mapping
- Replies: 15
- Views: 8010
It should work regardless of geometry. Aw, neat noneless. eeshlo could this work ? Your still incharge of Yafray no ? Me in charge of yafray? Yafray is the work of Alejandro Conty Estevez, not me. Well, I contributed some things here and there, but I'm not in charge of it. I simply have the time to...
- Tue Dec 14, 2004 11:16 pm
- Forum: Rendering
- Topic: Parallax Mapping
- Replies: 15
- Views: 8010
Has been mentioned on some of the mailing lists as well. Anyway, I have done experiments with that a year or so ago, and didn't really find it all that great, it depends a lot on the bump/normal map for it to look reasonably good, the smoother, the better. It is only a very rough approximation after...