Search found 251 matches

by Dani
Sun Sep 26, 2004 9:00 pm
Forum: Interface & Tools
Topic: Now that there are true edges/faces selections...
Replies: 5
Views: 3169

Hum.... well selecting anything in a dense mesh is difficult no? ;) I'm wondering if the following addition to the previous suggestion would solve the problem... let's consider the following: Selection type: vertex --> edges --> faces n= 1 2 3 if you've selected a particular type (say edges, type n=...
by Dani
Sun Sep 26, 2004 8:02 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2004/09/26)
Replies: 29
Views: 11756

Does anybody else have these problems with *Zbuffer culling*: -when "draw normals" is on, it becomes very difficult to select a face: it has to be 100% parallel to the screen... -"zbuffer select" effect is affected by objects that are in front of the object being edited but that are not being edited...
by Dani
Sun Sep 26, 2004 7:04 pm
Forum: Interface & Tools
Topic: Now that there are true edges/faces selections...
Replies: 5
Views: 3169

Now that there are true edges/faces selections...

This is great, really! But there still is a problem... They really represent 3 different sub editmodes... you can't quickly switch from vertex select to face select... As a user I don't find it that practical and it is not, IMHO, faster than good-old vertex modelling... a shame for such a powerful t...
by Dani
Sat Sep 18, 2004 2:37 pm
Forum: Rendering
Topic: povray exporter- working alpha
Replies: 7
Views: 2968

hum... I study a lot of biology and palalentology, and so I'm also a lot into all that evolutionism stuff which very globally says that the best one should win... competition cannot be bad.

Ciao
Dani
by Dani
Wed Aug 25, 2004 4:53 pm
Forum: Interface & Tools
Topic: Alpha Ramp-Shader?
Replies: 4
Views: 1758

and did you know you could do ramp shaders without ramps using gradients as envmaps. The envmaps axes are those of an empty that trakcs whatever you want (lamp for instance) and of course you map it the refl way...

Ramps are easier.
by Dani
Fri Aug 20, 2004 6:31 pm
Forum: News & Chat
Topic: caustic
Replies: 5
Views: 2828

That patch doesn't do caustics.

It does distributed raytracing (diffuse RT)
Adds some buttons to do soft shadows, soft reflections, soft tranparencies.

Ciao
Dani
by Dani
Thu Jul 08, 2004 2:45 pm
Forum: Interface & Tools
Topic: Modelling Humans -- Feature Requests
Replies: 34
Views: 11012

hi! I'm not really a metaball fan for modelling... however I admit implicit surfaces have interesting applications. I'm just a poly-convinced. For blending groups, maybe you could use a hierarchy? Jiri, I think you wanted to do mesh-guided metaball systems. Maybe using armatures to give a hierarchy,...
by Dani
Tue Jul 06, 2004 12:23 am
Forum: Interface & Tools
Topic: Break vertices option would be nice
Replies: 5
Views: 4533

indeed, JMS wrote the unweld script... does quite some things... breaks a vert, bevels a vert etc...
I think it's included with blender now no?

Dani
by Dani
Fri Jul 02, 2004 5:17 pm
Forum: Interface & Tools
Topic: Adding a new colour position to a colorband
Replies: 2
Views: 1347

the addition of ramps made me realize a few things about colorbands: If we want to copy a colorband's settings to another, we have to do it by hand. It is difficult to get hard edges in colorbands, this implies adding cursors very close together. So I was thinking that maybe using segments à la GIMP...
by Dani
Fri Jul 02, 2004 12:38 pm
Forum: Coding Blender
Topic: Need info on plugins.
Replies: 3
Views: 2810

hum... maybe for Blender 3 ? :wink:

should blender be completely modular?

dunno... it surely represents a lot of work for the coders, but how good for the users? I guess a lot, but I'm not sure anymore...

Dani
by Dani
Wed Jun 23, 2004 11:41 pm
Forum: News & Chat
Topic: The long wait for Nurbana Nervana
Replies: 14
Views: 7868

cekuhnen: so there's no point in ignoring them eh? since by ignoring them they would get no dvlpmt, so no trim, filet, blend etc... so they'd never rock...

I mean: go nurbs! blender needs them too!

Dani
by Dani
Wed Jun 23, 2004 1:03 pm
Forum: Interface & Tools
Topic: Cleaner interface, please!
Replies: 34
Views: 13366

hello, thorwil's sliders are good. i think the trapezoidal shape expands the repcision of the slider. however, it may end up crowding the interface. That trapezoidal shape needs to be draw and erased extremely fast in order not to slowdown the workflow. One think i REALLY would love to see fixed are...
by Dani
Tue Jun 22, 2004 7:35 pm
Forum: Rendering
Topic: Ambient colour a world property? UPDATE IN TUHOPPU
Replies: 11
Views: 2494

hum, but what if I want a global ambient instead?

I think that setting an ambient in world should over-ride the material ambient.

And when global ambient components=0,0,0
then it's the per-material ambient that's taken into account...

no?

Dani
by Dani
Tue Jun 22, 2004 12:26 pm
Forum: Coding Blender
Topic: http://www.cgmuscle.com/
Replies: 3
Views: 2087

Yes it looks like it's gonna be MEL, but the site can provide ideas and code snippets to see how they do it. at the moment there's not much but it could get interesting, no? Anyway, about the mel interpreter... well it could be attractive for maya users, but still, in order to be functionnal the mel...
by Dani
Mon Jun 21, 2004 9:13 pm
Forum: Interface & Tools
Topic: Proportional editing along z view
Replies: 6
Views: 3101

micropolygons for GOOD rendering of displacement too... na?

Dani