Search found 17 matches
- Mon Apr 18, 2011 11:09 pm
- Forum: Coding Blender
- Topic: Compiling Blender 2.56 on CentOS 64bit
- Replies: 8
- Views: 8338
Running ldd says my blender is linked against 50 some libs and they all need to be compiled with the same libc. Ouch. I've only successfully built Blender on Windows, and that was over a year ago. This is certainly above my level of comfort. I'm going to push to have the OS changed to Ubuntu LTS or...
- Mon Apr 18, 2011 8:03 pm
- Forum: Coding Blender
- Topic: Compiling Blender 2.56 on CentOS 64bit
- Replies: 8
- Views: 8338
- Tue Apr 14, 2009 5:50 pm
- Forum: Interface & Tools
- Topic: head tracking and tuch screen
- Replies: 1
- Views: 2526
I would like to second frymonster's suggestion. johnnylee.net has example videos, source code , and executables. All one needs is a wiimote and a bluetooth capable computer. The code base is written in C#, so it would need to be ported, but not directly. I think the best starting point would be modi...
- Mon Mar 17, 2008 3:37 am
- Forum: Rendering
- Topic: render baking efficiency on SMP machines.
- Replies: 2
- Views: 4811
Re: render baking efficiency on SMP machines.
I strongly believe this needs to be looked at once more. ToastBusters over at blenderartists came up with a simple load-balancing solution to tile-based rendering.
http://blenderartists.org/forum/showthread.php?t=119670
http://blenderartists.org/forum/showthread.php?t=119670
- Sat Mar 08, 2008 6:50 pm
- Forum: Blender Open Projects
- Topic: Peach Open Movie: Volumetric Clouds
- Replies: 26
- Views: 46991
Cloud Generator
I've taken it upon myself to code my volumetric cloud solution.


Refer to the topic at blenderartists.org - http://blenderartists.org/forum/showthread.php?t=118973


Refer to the topic at blenderartists.org - http://blenderartists.org/forum/showthread.php?t=118973
- Tue Dec 18, 2007 1:05 am
- Forum: Blender Open Projects
- Topic: Peach Open Movie: Volumetric Clouds
- Replies: 26
- Views: 46991
Realistic clouds in blender is certainly possible. No particles, no ray-tracing. Just camera-tracked planes with a few layers of procedural textures. Render time on my quad core at HD resolution is 30 seconds. The downside is that you can't interactively see your clouds, you must render to preview. ...
- Fri May 04, 2007 11:07 pm
- Forum: Rendering
- Topic: render baking efficiency on SMP machines.
- Replies: 2
- Views: 4811
render baking efficiency on SMP machines.
I've been noticing that smaller polygons get rendered first when baking light maps. Is it just a coincidence, or is it coded that way? Wouldn't it be more efficient if larger polygons were rendered first? Imagine there are hundreds of small polygons in an object and one very large quadrilateral. The...
- Fri Feb 11, 2005 9:21 pm
- Forum: Interface & Tools
- Topic: Unlink should be Alt-L
- Replies: 1
- Views: 2183
Unlink should be Alt-L
I had some objects sharing the same mesh data and wanted to select them all and unlink them. I would have thought that Alt-L would be unlink since: Alt-G clears translation Alt-R clears rotation Alt-S clears sizing Alt-T clears track-to Alt-P clears parenting Alt-H clears hidden etcetera... Instead ...
- Thu Feb 03, 2005 7:02 pm
- Forum: Interface & Tools
- Topic: shadow color
- Replies: 8
- Views: 5229
Like z3r0_d said, in real life shadows don't have color. You can change your ambient settings under the world buttons to a dark blue to achieve this. However, sometimes it can be a pain to work too realistically, especially since ambient light in one area can be different than another area. Sometime...
- Thu Feb 03, 2005 6:48 pm
- Forum: Interface & Tools
- Topic: Feature Request: Bake lightmaps
- Replies: 3
- Views: 3565
If implemented I'd like to add the importance of moving objects and their shadows. For games, multi layer texture seems to be needed to add the moving objects shadow. I'm not sure how moving objects/shadows would work using this method. In my opinion, they would still need to be lighted per-frame. ...
- Thu Feb 03, 2005 8:23 am
- Forum: Interface & Tools
- Topic: Feature Request: Bake lightmaps
- Replies: 3
- Views: 3565
Feature Request: Bake lightmaps
I've recently been exporting my models from Blender into Maya so that I can bake lighting to textures- only to then apply those textures on my objects back in Blender. Doing this isn't only great for the game engine, but great for speeding up long animations with multiple lights that must be re-calc...
- Thu Dec 09, 2004 9:24 pm
- Forum: Python
- Topic: Request: Rendertime Scriptlink
- Replies: 3
- Views: 2382
I agree- more flexability with scriptlinks will result in many benefits, and most likely even some that can't be seen at the moment. Also, how about a scriptlink that can be tied to specific objects and run when their selection property changes? I don't have an idea for a script that would use that,...
- Thu Apr 15, 2004 5:11 am
- Forum: Interface & Tools
- Topic: Feature Request- New selection tools
- Replies: 2
- Views: 2430
- Wed Apr 14, 2004 11:31 pm
- Forum: Interface & Tools
- Topic: Feature Request- New selection tools
- Replies: 2
- Views: 2430
Feature Request- New selection tools
I have a complexly dense object that I need to select some verts from the center of. Right now I'm limited in my methods of doing this- either select the verts one by one, or box-select and hide the verts on the outside (drilling my way towards the center basically). Here are my ideas- 3D selection ...
- Sat Mar 08, 2003 1:44 am
- Forum: News & Chat
- Topic: Animated radiosity?
- Replies: 9
- Views: 3982
So I've been thinking about this... The reason Blender subdivides all your meshes is because it uses vertex paint to do all the lighting and coloring. HOWEVER, if it started out with a big black UV texture, it might be possible to do the whole radiosity routine by 'drawing' the light in UV "Texture-...