Search found 278 matches

by harkyman
Thu Jul 21, 2005 8:27 pm
Forum: Animation
Topic: Animation method for grass, trees and other flora.
Replies: 3
Views: 12322

Animation method for grass, trees and other flora.

Animation method for grass, trees and other flora. (cross-posted at elysiun.com) Two of the things I've always wanted to see done in Blender wer a nicely moving tree in the wind, and a field of grass likewise perturbed. Up until now there hasn't been a great way to do it. Well, there still is a grea...
by harkyman
Mon Jul 11, 2005 1:45 pm
Forum: News & Chat
Topic: Welcome back website!
Replies: 10
Views: 9184

This is great. Also, a good decision to just move it over now. How's this better than before? Well, it's a one-stop shop, so less confusion for people who are just cruising by. From a design perspective, great work as well. What's it about? Blender. Your eye then goes to the Gallery bug, jumps up to...
by harkyman
Fri Jul 08, 2005 2:16 pm
Forum: Rendering
Topic: Area Lights- Slow
Replies: 5
Views: 3188

I've noticed this too, and done the dupliverted spot lamp thing. It would be nice to be able to just toggle it over in the lamp settings, though, like you can do with spotlights.
by harkyman
Fri Jul 01, 2005 5:58 pm
Forum: Animation
Topic: Floor effect suggestion
Replies: 11
Views: 6091

A long time ago, I wrote a new constraint type that did something like that. You entered a target object in the constraint, and it prevented the bone (or whatever) from going below the object. To get it to work properly you had to apply it to both the toe and heel of the foot, but it worked. It was ...
by harkyman
Wed Jun 01, 2005 9:03 pm
Forum: Python
Topic: Blender Raytrace Baker 1 release
Replies: 18
Views: 4450

I'm working on a static lighthouse scene right now that looks great with AO, but hates it for animated flyarounds. It takes sooooo long. I'll try it out.
by harkyman
Fri May 13, 2005 1:44 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 15464

Funny, I had completely forgotten about this until you bumped the thread (that's the point, I guess). I'd even forgotten the level of detail that proposals had reached.

I agree that this would be a huge addition to Blender's workflow.
by harkyman
Mon May 09, 2005 7:28 pm
Forum: Testing Builds
Topic: Softbodies that crash Blender CVS
Replies: 3
Views: 2213

Have you added this to the Bug Tracker? The devs don't cruise these boards looking for bugs.
by harkyman
Fri Apr 29, 2005 9:43 pm
Forum: Testing Builds
Topic: bf-blender / OSX (2005/04/25)
Replies: 7
Views: 3894

Crashing on render for me as well: OS X 10.3, Dual 2Gz G5.

Went back to previous build, which crashes after several re-renders with no intervening actions.
by harkyman
Fri Apr 29, 2005 8:42 pm
Forum: News & Chat
Topic: Finally, skin with realistic subsurface scattering
Replies: 18
Views: 18392

Just tried this out. It's great. What I learned was that if I applied material settings and painted textures as I expected them to be, then rendered, it looked like crap with the ssss. Which is exactly how it ought to be. I'm pretty good at eyeballing material settings to match their real-world coun...
by harkyman
Wed Apr 27, 2005 7:34 pm
Forum: Testing Builds
Topic: bf-blender / OSX (2005/04/25)
Replies: 7
Views: 3894

Thanks for the OS X builds. I use them at work.

Also, you other OS X Blender users, how do I get the message console to appear when I run Blender?
by harkyman
Fri Apr 22, 2005 6:07 pm
Forum: Interface & Tools
Topic: Collision Detection
Replies: 2
Views: 1149

The immediate case that springs to mind is that of SB clothing being deformed by an underlying body mesh.
by harkyman
Wed Apr 20, 2005 1:39 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2005/04/18)
Replies: 58
Views: 19676

SB and the Wind are great fun to play with. A suggestion for the Wind effector, made elsewhere, but I'll repeat it here with a picture, because it would be a rocking enhancement. Allow the addition of a single texture channel to these particle effectors. The amplitude and direction can be perturbed ...
by harkyman
Tue Apr 19, 2005 6:44 pm
Forum: Interactive 3d
Topic: Please keep the engine in Blender
Replies: 43
Views: 13446

And thank the hoary beard of Zeus for that.

I know that a certain amount of people use the GE, but can anyone seriously say that it's anything more than a toy? If the separation of the GE gives the coders more freedom and focus in providing the bedrock tools that Blender needs, then so be it.
by harkyman
Mon Apr 18, 2005 7:26 pm
Forum: Rendering
Topic: Normal Mapping
Replies: 3
Views: 7210

From http://www.blender3d.com/cms/Normal_Maps.491.0.html : "Object space" versus "Tangent space": By only storing the normals in a map with a positive Z component, you can also wrap them around a model, where the map-normals will be applied (rotated) according to the orientation of the face. Althoug...
by harkyman
Fri Apr 15, 2005 4:00 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2005/04/13)
Replies: 45
Views: 17424

Just tried this build with the file wind_soft.blend from http://download.blender.org/demo/test/ . It was made for the 4/4/05 build, but it doesn't seem to work with this one. The sheet just hangs there. Also, I have to second kencanvey's call for a noise channel for the wind force. It's a great idea...