Search found 156 matches

by cessen
Sun May 25, 2003 9:37 pm
Forum: Rendering
Topic: The Yafray Look
Replies: 51
Views: 29294

There are no textures, everything is eather math or files. So what you would call a texture is simply a file. Unless it's a procedural texture--which is more what I was reffering to. With RenderMan shaders, you can get really stupid shaders like "Blinn Clouds Displacement" instead of having a Blinn...
by cessen
Sun May 25, 2003 8:45 am
Forum: Rendering
Topic: The Yafray Look
Replies: 51
Views: 29294

self written cartoon shaders are better The material plugin system I am working on for Blender will allow people to write their own arbitrary BRDF's, including custom toon shaders. The two new materials types (Blinn, and Toon) were actually just things that I added to get familiar with Blender's ma...
by cessen
Sun May 25, 2003 8:40 am
Forum: Rendering
Topic: The Yafray Look
Replies: 51
Views: 29294

The internal Blender renderer is based on an old rendering architecture, and is thus limited in a lot of ways. However, there are still ways in which it can be improved without changing the rendering architecture itself. In my case, I don't really feel like bothering with external renderers at the m...
by cessen
Fri May 23, 2003 8:23 pm
Forum: Rendering
Topic: The Yafray Look
Replies: 51
Views: 29294

It's important to realize that the rendering engine can only do so much to improve the final result... How the scene is built, how the lights are rigged and how the textures look are far more important than what renderer is responsible for producing the output. I agree completely. An analogy would ...
by cessen
Fri May 09, 2003 7:07 pm
Forum: Interface & Tools
Topic: Vote for displacement mapping
Replies: 6
Views: 3027

when you use 3deligth than you can use a displacement shader. this will give you a resolution where a polygon is smaller than a pixel. which means awesome fine displacements. Yup. That's Reyes-based rendering. :-) I'm hoping that the Blender 3.0 renderer will be Reyes-based, because that would impr...
by cessen
Fri May 09, 2003 6:47 pm
Forum: News & Chat
Topic: Opensource sets standards that battle Leveraging..
Replies: 9
Views: 2198

The ones who burned me severely are Alias/Wavefront, they suddenly decided on the relese of Maya that they would discontinue Wavefront TAV, the technology I had learned to use, spent years learning and using and mastering, they decided it was competition for Maya so they discontinued it and all the...
by cessen
Thu May 08, 2003 4:38 pm
Forum: News & Chat
Topic: To cessen and others, suggestion from a friend..
Replies: 5
Views: 2979

I'm not really interested in supporting proprietary software/file-formats with an open-source project. If someone else wants to work on that, feel free--it's just that I don't want to do it. procedural textures are resolution independent, blender only has about 8 right now, and there is a limited ab...
by cessen
Thu May 08, 2003 4:29 pm
Forum: News & Chat
Topic: Question about 2.27
Replies: 16
Views: 6632

Incidently, did you pull this stunt using about the same approach as eeshlo in that refractor plugin? Or is it an entirely different method? I just used the standard refraction equation for light hitting a surface, and I used that as the texture mapping coordinates. Also, just a bit of advice: it g...
by cessen
Tue May 06, 2003 8:12 pm
Forum: News & Chat
Topic: Question about 2.27
Replies: 16
Views: 6632

Another thing - someone added a very trippy 'refraction-mapping' mode in Tuhopuu recently, and it actually seems to work quite fine, at least for animations. Will that feature make it to the BF 2.27? No, it will not make it into 2.27. If you mess around with it more thouroughly, you'll notice some ...
by cessen
Fri May 02, 2003 7:00 pm
Forum: News & Chat
Topic: Question about 2.27
Replies: 16
Views: 6632

Yes, there is a difference between tuhopuu and 2.27.
The main difference is that 2.27 is more heavily tested, and only contains "stable" features, whereas tuhopuu is basically a playground for the programmers to put in whatever crazy features they want to (so long as it doesn't break the code).
by cessen
Fri May 02, 2003 6:55 pm
Forum: News & Chat
Topic: what happened to SIGGRAPH?
Replies: 15
Views: 4111

Ton,
The last day of the conference sounds great. But I have no idea how to go about registering for sessions... would you be taking care of that?
by cessen
Thu May 01, 2003 6:27 pm
Forum: News & Chat
Topic: what happened to SIGGRAPH?
Replies: 15
Views: 4111

Ton, might people discuss ideas about the design of Blender 3.0 at SIGGRAPH 2003? It would be nice to do some of that at SIGGRAPH, because it's easier to explain ideas in person than it is over the internet, because you can use hand-motions and doodles. :)
by cessen
Wed Apr 30, 2003 8:44 pm
Forum: News & Chat
Topic: Oren-Nayar-Blinn material model Blender version.
Replies: 85
Views: 37688

i can't seem to get the 3Delight renderer to work... any thoughts? I have no idea. I have nothing to do with the RenderMan support project. (By the way: you might want to post this in the rendering forum--after searching the forums to make sure that your problem doesn't already have a known solutio...
by cessen
Wed Apr 23, 2003 11:37 pm
Forum: Rendering
Topic: shadow buf size!!!!
Replies: 13
Views: 7585

cessen i do understand shadow buffers well and even know how they work. Ok. I wasn't saying that you didn't, I just wanted to make sure of what you were saying (it's difficult to trouble shoot a problem without a detailed description of the problem). so that is my issue, i could show you a render a...
by cessen
Tue Apr 22, 2003 8:45 pm
Forum: Rendering
Topic: shadow buf size!!!!
Replies: 13
Views: 7585

I think that allowing arbitrary shadow-buffer sizes would be nice. However, your problem is not necessarily the shadow buffer size. well anyway my models are SO tiny and detailed that even if i set buf size at 2560 (i think its bytes perhaps dunno) The shadow buffers are "bufsize"x"bufsize" pixels l...