Search found 278 matches

by harkyman
Wed Sep 10, 2003 6:13 pm
Forum: News & Chat
Topic: 2.29: radiosity render!
Replies: 80
Views: 29963

cessen: I like your implementation suggestion. Combining direct and indirect lighting (i.e. normal lamps as first bounce.) I know that Ton said it was a difficult code undertaking, but this would, in my view, be the most useful way to use the radiosity. You set up your normal blender scene, do all o...
by harkyman
Sun Aug 31, 2003 11:01 pm
Forum: News & Chat
Topic: 2.29: radiosity render!
Replies: 80
Views: 29963

Oh my good Lord.
by harkyman
Wed Aug 27, 2003 1:23 pm
Forum: Rendering
Topic: Subsurf rendering problems in 2.28
Replies: 4
Views: 3742

I'm experiencing the same thing. Upping the subsurf level by 1 seems to clear it up, but I'd rather not have to do that. What gives?
by harkyman
Mon Aug 25, 2003 8:15 pm
Forum: Interface & Tools
Topic: IK in 2.28 slower then in previos versions
Replies: 5
Views: 1724

Yes and yes. Two simple characters with simple rigs in my latest animation, driving fairly low-poly models and it crawls on my Athlon XP1800 w 1/2 G of RAM. :evil:

I too think that this should be a priority.
by harkyman
Tue Jul 29, 2003 6:50 pm
Forum: Interface & Tools
Topic: Usage of scaling in buttons view
Replies: 7
Views: 2330

I use it, too. With the configurability of the interface, it's almost essential. I couldn't use my lip-syncing workspace without it.
by harkyman
Wed Jul 09, 2003 1:51 pm
Forum: Interactive 3d
Topic: Feedback for a todo list
Replies: 9
Views: 2644

Frustrum culling is no biggie, really. I'm not the hottest with the maths, and I wrote a python script ages ago for forest generation that only made trees that the camera could see on any given frame. A simple way to fix the edge of screen clipping problem is to oversize the camera slightly in your ...
by harkyman
Fri Jul 04, 2003 4:59 pm
Forum: Python
Topic: Truedisplacement map coming soon
Replies: 4
Views: 2980

A onRender python link has been proposed in the functionality board. This would make something like what you just mentioned possible! Any coders who want to implement this, feel free.
by harkyman
Fri Jun 27, 2003 11:33 pm
Forum: Animation
Topic: Could someone please consider optimizing armature speeds.
Replies: 37
Views: 26618

I think that this is not a general attitude toward the requests of users. It seems to be reserved solely for Thorax, who has obviously put a lot of thought into this. I myself am not a coder on this project, nor do I pretend to be, but I do write database apps for my employer, so I'm not completely ...
by harkyman
Thu Jun 26, 2003 3:31 am
Forum: Animation
Topic: Could someone please consider optimizing armature speeds.
Replies: 37
Views: 26618

Thorax - I read through your other posts about the armature system and skinning, and I must admit to getting lost in the terminology. This however, seems simple and straightforward. The ability to overlap or nest IK chains would go a long way to solving many of the controlability problems that I enc...
by harkyman
Thu Jun 12, 2003 1:41 pm
Forum: Interface & Tools
Topic: Duplivert addition [Implemented!]
Replies: 4
Views: 2208

That's great. Does it work with fake GI light globes based on duplis? And hey, while you're in there, why not make an option and button for randomizing rotation and scaling of dupliverts? I did a similar thing with a python script ages ago, but it would just rule to have it be a standard feature (th...
by harkyman
Fri May 23, 2003 5:45 am
Forum: Rendering
Topic: The Yafray Look
Replies: 51
Views: 29681

Yeah. I think that DSM's are a must. I started reading up on them, and like someone on these forums said earlier, my eyes started going all buggy about two pages into the maths. But give us DSM's, some good AA, and a plugin shader system like Cessen is working on, and I think we could see it start t...
by harkyman
Wed May 21, 2003 1:58 pm
Forum: Rendering
Topic: The Yafray Look
Replies: 51
Views: 29681

Jamesk - you've summed up my thoughts exactly. Especially about deep shadow maps. In my more ambitious days, I did some reading about them. There are full explications of dsm's available on the Internet for the bored coder to read. JA-I've always been able to acheive more than satisfactory results f...
by harkyman
Fri Apr 11, 2003 1:27 pm
Forum: Rendering
Topic: transparency
Replies: 1
Views: 4673

First: all further How Do I? requests to the elysiun forums at http://www.elysiun.com.

Your answer: in the material buttons, click the ZTransp button, and adjust the alpha slider to suit your needs.
by harkyman
Mon Mar 31, 2003 3:17 pm
Forum: News & Chat
Topic: blender 2.26 bug or do I need to change something?
Replies: 10
Views: 3913

DirectX setting are irrelevant. Blender is strictly OpenGL. Does your video card have an antialiasing mode enabled? If so, turn it off. This can cause the kind of behavior you're describing. This is a noted "bug" in Blender.
by harkyman
Tue Mar 25, 2003 1:44 pm
Forum: News & Chat
Topic: Feature Suggestion
Replies: 13
Views: 4308

Yeah, but putting verts very close together to achieve this effect also seems to hurt the usuability of uv-mapping. I try to do all my character modelling and animating with subsurfs, but when you need to pull tricks like this, it can make an accurate uv map impossible. I'm curious, how does using m...