Search found 25 matches

by macke
Tue May 18, 2004 12:22 am
Forum: News & Chat
Topic: Skin shader - REAL translucensy
Replies: 9
Views: 5522

What dcuny described above in the raymarching notes is referred to as the "single scattering term" in Jensen's paper. The other is the "diffuse scattering term". Jensen's bssrdf then consists of these two added together (bssrdf = single + diffuse). Skin exhibits substantially less single scattering ...
by macke
Wed Mar 17, 2004 3:10 pm
Forum: News & Chat
Topic: Did the old site disappear again?
Replies: 4
Views: 3384

Too bad, I would have enjoyed some nostalgia. Archive.org seems to have purged it as well...
by macke
Wed Mar 17, 2004 1:06 am
Forum: News & Chat
Topic: Did the old site disappear again?
Replies: 4
Views: 3384

Did the old site disappear again?

I had a vague recollection of the old www.blender.nl site being restored to, more or less, it's old glory. Has it disappeared again?
by macke
Tue Mar 02, 2004 3:56 am
Forum: Rendering
Topic: Occlusion Shader...
Replies: 30
Views: 14406

I'm sorry to drift offtopic, but since there's no PM function in use here: Green, where the fuck are you? We miss you! ;o)
by macke
Sat Feb 28, 2004 4:01 am
Forum: Rendering
Topic: Occlusion Shader...
Replies: 30
Views: 14406

eeshlo: What method is this? Maybe it's some falloff setting you use, but the falloff looks a bit odd. I'm sure it's just a matter of tweaking settings. It's quite important to composite the pass correctly too. A correct way of compositing it would be (iirc): (Lighting + Ambient) + (AO * Ambient) Ac...
by macke
Fri Feb 27, 2004 8:11 am
Forum: Rendering
Topic: Occlusion Shader...
Replies: 30
Views: 14406

1. Shoot eye ray 2. At intersection, shoot "occlusion" rays to check for nearby geometry in a hemispherical fashion. Number of rays controlled by a user-set variable 3. Add up distances to a variable, average by the number of samples when all occlusion rays has been shot. 4. Return as final value. N...
by macke
Fri Dec 26, 2003 4:16 am
Forum: News & Chat
Topic: More tracing, now with refraction!
Replies: 81
Views: 36049

Goofster wrote:the developement of traces in blender was done by Ton, the yafray integration is being done by jandro and eeshlo. So i don't see how energy is lost here....

Roel
Oh I see, my bad then. Jandro and eeshlo are both excellent coders, I'm sure their integration will prove to be quite nice!
by macke
Thu Dec 25, 2003 1:04 pm
Forum: News & Chat
Topic: More tracing, now with refraction!
Replies: 81
Views: 36049

slikdigit: You're misinterpreting me my friend! =) I'm not saying you should scrap the renderer. What I'm saying is that I don't understand why energy on integrating traces is spent rather than integrating Yafray, considering Yafray's superiority in the matter. By the way, raytracing can be VERY fas...
by macke
Wed Dec 24, 2003 10:55 pm
Forum: News & Chat
Topic: More tracing, now with refraction!
Replies: 81
Views: 36049

Yes, I'm quite aware of how it is implemented. I don't necessarily agree with the way it is, but we all have asses and they are just like opinions. Aren't they, haha? =)
by macke
Wed Dec 24, 2003 3:34 pm
Forum: News & Chat
Topic: More tracing, now with refraction!
Replies: 81
Views: 36049

Well, I understand that, but it is still seems a bit off to spend time working on something which will never be anything special anyhow. I'd rather work for a smooth integration with the Yafray pipeline instead. Something which in my opinion calls for a total redesign of the blender material system....
by macke
Wed Dec 24, 2003 7:44 am
Forum: News & Chat
Topic: More tracing, now with refraction!
Replies: 81
Views: 36049

Cool work, it's a bit slow, but it is infact in its infancy. No raytracer has ever come out fast on the first try. I can't help but wonder though, is it really that much harder to integrate yafray than it is integrating traces? Seems to me this is all done in vain if it's going to be replaced by yaf...
by macke
Sat Sep 20, 2003 8:14 pm
Forum: News & Chat
Topic: 2.29: radiosity render!
Replies: 80
Views: 30076

You propose to use what is called 'shadowmaps' in game engines. Ah yes, that's a proper name! The technique works well and gives nice results indeed. However, what it all comes down to imo is the filtering. The Yafray team worked on a raytrace approach (photons) for the same effect, which gives far...
by macke
Mon Sep 08, 2003 8:07 pm
Forum: News & Chat
Topic: 2.29: radiosity render!
Replies: 80
Views: 30076

As far as I understand this method, it saves color information as vertex colors. I have a suggestion for you code monkeys, other than actually rewriting the renderer to allow raytracing. Do not save the color information as vertex colors. Generate a uv map in which you associate a color with each ve...
by macke
Fri Jul 18, 2003 9:59 am
Forum: News & Chat
Topic: 3D Labs open sources OpenGL HLSL compiler
Replies: 27
Views: 9177

xype wrote:maybe someone should give Thorax a hint.
I think maybe someone should give him a clue too, cause he definatly ain't got one.
by macke
Thu Jun 26, 2003 1:21 pm
Forum: News & Chat
Topic: I got edge selection!
Replies: 27
Views: 10701

Goofster wrote:ok, the code is all cleaned up now. big coodles go to Mr. Ton himself for putting up with me, and Macke for being worse at math than me :D
That sends a warm tingling sensation straight to the bone!