Search found 278 matches

by harkyman
Thu Apr 14, 2005 2:48 pm
Forum: Rendering
Topic: Normal Mapping
Replies: 3
Views: 7223

Normal Mapping

For 2.36, we were given a preview implementation of normal mapping. I've used it, and the results are great. As stated in the docs, though, it only works correctly on a planar surface, like a wall. I'm wondering if this kind of fell off of the developer's radar? If so, this is just a post to encoura...
by harkyman
Tue Apr 12, 2005 5:27 am
Forum: News & Chat
Topic: Muse RenderMan compliant with Blender
Replies: 96
Views: 33106

Dead for sure. Your post brought back some memories for me, too. I confiscated my Dad's TI-99/4A when I was little, and saved up all of my pocket money to buy the Extended Basic cartridge so I could write games with freely-moving sprites. Years later, I spent way too many hours at work writing POV s...
by harkyman
Tue Apr 12, 2005 4:50 am
Forum: News & Chat
Topic: Muse RenderMan compliant with Blender
Replies: 96
Views: 33106

I actually check up on our positive friend from time to time. His project at sourceforge hasn't shown activity in months. I downloaded the 0.3.1 Alpha of their source code and surprise: not a single bit of render code that I could see. To my untrained eye, it looked like empty declarations and windo...
by harkyman
Tue Apr 05, 2005 2:37 pm
Forum: Coding Blender
Topic: Re: Ocean Simulator: The research continues...
Replies: 133
Views: 97816

I'd like to second that encouragement. You're doing a great thing for Blender that will pay dividends in artistic production for years to come.

Keep it up.
by harkyman
Mon Apr 04, 2005 2:14 pm
Forum: Animation
Topic: What happened to the Big animation rewrite ?
Replies: 7
Views: 3648

With the other stuff going on that's so big, internal recodes and softbodies, Ton felt that the character animation tools were too complex and mixed up to divide his attention and still make something good. I'm sort of depressed about it's being pushed back, as I have two big projects sitting around...
by harkyman
Fri Mar 25, 2005 4:27 pm
Forum: News & Chat
Topic: CCW or CW?
Replies: 6
Views: 5439

Aw, I thought you were talking concealed carry licenses.
by harkyman
Sun Mar 13, 2005 5:22 am
Forum: Interface & Tools
Topic: please remove Blender logo from the User Preferences Panel.
Replies: 17
Views: 8552

Shameless.
by harkyman
Fri Feb 25, 2005 4:57 am
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 15594

It will, but this is faster.
by harkyman
Tue Feb 15, 2005 2:19 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 15594

Ton stated quite clearly that making the motion map was easy. Let's make him prove it. :D
by harkyman
Mon Feb 14, 2005 5:39 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 15594

The fact that it's not exact is okay, because this is used for motion graphics, wherein each picture is only seen for 1/30 of a second. The stills don't look so hot, but it looks great in motion. Your eye has enough to work with that it fills in the gaps.
by harkyman
Mon Feb 14, 2005 1:20 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 15594

I hadn't thought about transparency. I guess what you'd have to do when generating the vector motion map would be to use the deepest visible renderface for each pixel, allowing for transparency in foreground objects. Also, joeri's right in that we don't know how good or bad any of this would look. W...
by harkyman
Mon Feb 14, 2005 2:36 am
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 15594

That's the idea. Of course, if you want to use it stand-alone, you can get a quick-n-dirty result that might do the trick for you, too.
by harkyman
Fri Feb 11, 2005 5:55 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 15594

by harkyman
Fri Feb 11, 2005 5:43 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 15594

I've written a technical document detailing the steps it would take to implement this in Blender. I don't have time to learn the render code, but maybe someone looking to procrastinate on a current project (like, say, Ton with the Armature code) could pop this in in a day or two. I'll post this to t...
by harkyman
Thu Feb 10, 2005 12:44 am
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 15594

Okay, so you precalc and cache the motion vectors for each of the verts of a face, then interpolate to find the proper vector depending on where the sampled point is on the face. As for depth... you would use the z buffer to determine the order in which you'd attack the rendered pixels for blurring,...