Search found 156 matches

by cessen
Thu Nov 04, 2004 9:52 pm
Forum: Coding Blender
Topic: THE N-GONS PROJECT
Replies: 106
Views: 84857

I would like to see ngons implimented in Blender simply because they are useful as a modeling tool. In generaly there should not be many ngons in a final model, but it is very useful to have the ability to create ngons during the modeling process , and simply remove them at the end or along the way ...
by cessen
Wed Oct 27, 2004 4:32 am
Forum: News & Chat
Topic: Blender Nude and Erotic Art
Replies: 56
Views: 133644

Obsession isn't necessarily just "really really liking something". Follow this link: http://dictionary.reference.com/search?r=2&q=obsession Also, assuming you were refering to my post, and seeing as you seem to want to be nit-picky, the word I used was "obsessive", not "obsession". And although addi...
by cessen
Tue Oct 26, 2004 10:03 pm
Forum: News & Chat
Topic: Blender Nude and Erotic Art
Replies: 56
Views: 133644

M@dcow wrote:It was Joeedh that said that, not Joeri. Which is why me and Zarf jumped on his back.
Oops! My sincere apologies, Joeri. I was being stupid and unobservant and thought "Joeri" and "Joeedh" were the same name. Again, I apologize. Please redirect that comment to Joeedh.
by cessen
Tue Oct 26, 2004 8:08 pm
Forum: News & Chat
Topic: Blender Nude and Erotic Art
Replies: 56
Views: 133644

I don't want old men looking at my daughter as if it's a sex object. I assume that either english is not your native language, or you simply mis-typed. You meant "she's", not "it's", right? Anyway, although I have not taken a look at the website yet, it sounds like they are artful nudes. And I wond...
by cessen
Sun Sep 12, 2004 6:19 pm
Forum: Rendering
Topic: Better shadow buffer implimentation?
Replies: 6
Views: 1653

Oh, oops. Silly me. I was assuming that shadow-casting and non-shadow-casting objects would be rendered to the shadow-buffer in a single pass, even though I has suggested otherwise. Yes, if you rendered all of the shadow-casting objects in a first pass, and the non-shadow-casting objects in a second...
by cessen
Sun Sep 12, 2004 5:17 am
Forum: Rendering
Topic: Better shadow buffer implimentation?
Replies: 6
Views: 1653

actually, you'd only need two shadow buffers probably one to have the closest values, and the other to have the next closest. I think that only applies if you can be gaurenteed that you're rendering the to the shadow buffer in a front to back order. If it's random, or a back to front order, then I ...
by cessen
Sat Sep 11, 2004 5:01 pm
Forum: Rendering
Topic: Better shadow buffer implimentation?
Replies: 6
Views: 1653

essentially, by being able to have objects which reieve shadows but don't cast them the value in the shadow buffer MUST be the value of the closest face, else there will always be that problem Hmm. Well, like I said, I don't have a very good sense of how Blender's shadow buffer implimentation works...
by cessen
Mon Sep 06, 2004 9:58 pm
Forum: News & Chat
Topic: Issues with GeForce 6800 Cards?
Replies: 10
Views: 4264

I have a GeForce 6800 on an AMD 64 3200+ with a Gig of RAM, and I have no problems.
by cessen
Mon Sep 06, 2004 9:54 pm
Forum: Rendering
Topic: Better shadow buffer implimentation?
Replies: 6
Views: 1653

Better shadow buffer implimentation?

Blender's shadow-buffer shadows need some work. It would be nice to at the very least see the Woo trick implimented (also known as the mid-point trick), where the two closest depths of a pixel are averaged to get the final depth stored in the shadow buffer (this makes bias issues nearly obsolete). S...
by cessen
Tue Jun 29, 2004 12:07 am
Forum: Testing Builds
Topic: bf-blender / Windows (2004/06/28) and YafRay Windows
Replies: 39
Views: 16684

I'm having the same problem as kencanvey. I've done everything that the orginal post tells me to do (put the installation over an already existing Blender installation, put the yafray files over the existing yafray installation, and disable the xml button). And yet it simply stops doing anything onc...
by cessen
Thu Apr 29, 2004 4:33 pm
Forum: Rendering
Topic: A Question about Ambient Occlusion
Replies: 24
Views: 6670

But you can always find another way to speed up a raytracer - it's sort of the nature of the beast. Very, very true. And I'm sure that over time Blender's raytracer will be optimized more and more and get faster and faster. After all, optimization doesn't change functionality in this case, so it ca...
by cessen
Wed Apr 28, 2004 5:28 pm
Forum: Rendering
Topic: A Question about Ambient Occlusion
Replies: 24
Views: 6670

I believe that Ton is already working on this (though I'm not sure), but AO can be sped-up significantly by using a method very similar to the one presented in "Ray Tracing With Adaptive Super Sampling in Object Space" (http://www.cs.uaf.edu/~genetti/Research/Papers/GI93/GI.html). I like to refer to...
by cessen
Wed Apr 28, 2004 5:12 pm
Forum: Rendering
Topic: A Question about Ambient Occlusion
Replies: 24
Views: 6670

The reason that Blender's ray tracing is currently so slow is largely because it's octree optimization is not particularly well implimented. I haven't looked at the code, so I don't know this for sure, but I suspect that the algorithm it uses to build the octree is not adaptive, and thus it has to b...
by cessen
Wed Apr 21, 2004 5:18 pm
Forum: Rendering
Topic: A Question about Ambient Occlusion
Replies: 24
Views: 6670

Radiosity is a method of simulating indirect, diffuse lighting. For instance, light that bounces off of one object onto another. It only works on the matte aspect of a surface, though, not the shiny, reflective aspects. Radiosity, as a word, is also often used to refer to indirect diffuse (matte) il...
by cessen
Wed Apr 21, 2004 5:11 pm
Forum: Rendering
Topic: A Question about Ambient Occlusion
Replies: 24
Views: 6670

Ambient occlusion is not radiosity, nor is it very similar to it. What ambient occlusion does is it treats the entire sky as one huge area light source. In the case of Blender, it will take the colors and textures of the sky into account, but it does not simulate indirect illumination. Ambient occlu...