Search found 278 matches

by harkyman
Thu Feb 10, 2005 12:18 am
Forum: Coding Blender
Topic: Re: Ocean Simulator: The research continues...
Replies: 133
Views: 101550

Oh man, this is great. I was just wondering about your project the other day. Awesome to see it's on its way to usefulness!
by harkyman
Wed Feb 09, 2005 8:43 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 17360

When the renderer kicks in, does anyone know if the generation of renderfaces is occlusion culled at that point, or later on? If it's done up front, then you could calculate motion vectors for each renderface in the culled list and do a lookup at rendertime, writing to your rgba vector motion buffer...
by harkyman
Wed Feb 09, 2005 8:12 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 17360

I'd be willing to bet that creating a motion vector "image" as I've described would produce results that are good enough for a majority of animation conditions, and would also be very fast. The method I mentioned would indeed take into account rotations as well as translation: any transform in 3D sp...
by harkyman
Wed Feb 09, 2005 7:15 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 17360

RGBA with A being the scaling factor for each vector would definitely work. And you wouldn't have to render the frames on either end of the time slice. You just need to query the location in 3D space of the center of the appropriate face. So you'll only be doing transforms, and you can cache the one...
by harkyman
Wed Feb 09, 2005 6:25 pm
Forum: Python
Topic: Things being done twice
Replies: 10
Views: 3275

Python is a programming language. If one has written a 'script' in a programming language, is one not, de facto, a programmer?
by harkyman
Wed Feb 09, 2005 5:55 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 17360

Here's how I see it: 1. Scanline renderer determines what face in the scene is closest to the viewpane according to the z-buffer, then calculates the proper color for that pixel. (This occurs already). 2. Renderer then determines the location of the center of the face. 3. Calculations are done to de...
by harkyman
Wed Feb 09, 2005 1:11 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 17360

It shouldn't matter what order they were done in, as long as you're generating your blurred image into a seperate buffer. The additive transforms on the pixels in the blurred should be uniform, and probably reversible, so order wouldn't matter. The best link in the stuff that env posted was the pape...
by harkyman
Tue Feb 08, 2005 7:21 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 17360

Good motion blur really is needed for any sense of plausible realism, even in non-photo real rendering. Like it says in one of the papers env linked to, we're so used to seeing it everywhere, even with our own eyes, that we don't even notice it until it's missing.
by harkyman
Tue Feb 08, 2005 3:01 pm
Forum: Rendering
Topic: Image based motion blur
Replies: 50
Views: 17360

Hear ye, hear ye, this man speaks the truth. After careful observation of much good animation, one of the conclusions I have come to is that good motion blur is essential to a watchable animation. Of course, it's not the only thing you need, but it gives an amazing quality boost if used properly. en...
by harkyman
Sat Feb 05, 2005 3:03 pm
Forum: Python
Topic: Need people to try my Snapshot script
Replies: 1
Views: 1110

This is very cool. I'm going to have to brush up on my game engine knowledge (non-existent) and try it.
by harkyman
Mon Jan 24, 2005 6:47 pm
Forum: Interface & Tools
Topic: feature request: toggle on/off for all materials.
Replies: 4
Views: 1969

Yeah, some quick render buttons "passes" would be great. Like NoMaterials, SpecOnly, DiffuseOnly, ShadowOnly, and RefOnly.
by harkyman
Sat Jan 22, 2005 8:33 pm
Forum: Interactive 3d
Topic: Path finding in Blender
Replies: 2
Views: 2449

I've already coded A* for pathfinding into BlenderPeople (Python in Blender). It features arbitrary grid sizing based on how far your pathfinder can travel in a turn, as well as taking into account weighted terrain values. It uses a simple Manhattan heuristic for remaining distance that allows diago...
by harkyman
Mon Jan 17, 2005 4:31 am
Forum: Animation
Topic: Comprehensive Character Animation Proposal
Replies: 40
Views: 45617

Awesome. I know you're working hard on this, and there is a lot of stuff out there. I tried to keep my proposals within what I thought was feasible, having banged my head against the character animation code for several months.
by harkyman
Wed Jan 12, 2005 1:55 pm
Forum: Interface & Tools
Topic: Feature Request:- Compartmentalizable Sound for Lip Sync
Replies: 3
Views: 1463

You can already do lip syncing directly in Blender. You add sounds in the sequence editor, then turn on Scrub in the audio buttons. Go into the Actions window and set your RVK sliders as you scrub along the timeline, hearing the sounds as you drag. It goes pretty quickly, and works fairly well. Chec...
by harkyman
Tue Jan 11, 2005 2:47 am
Forum: News & Chat
Topic: For those working on SSS implementations/interested in SSS
Replies: 17
Views: 8096

For skin, SSS is absolutely necessary. Well, that is if you want to skin not to look like crap. I've been working on an idea for doing non-raytraced SSS that would be extremely fast. Fast enough to do in animations on Blender's internal renderer. Maybe when I'm sick of BlenderPeople for a night, I'l...