Search found 164 matches

by bertram
Tue Jun 29, 2004 12:33 am
Forum: Rendering
Topic: Feature request: vectorial motion blur or something similar
Replies: 13
Views: 3177

It's unbelievable. I've been searching the whole evening through my collection of "digital production", "production reality" and so on, and I couldn't find the article I was thinking of... I also tried for hours to hunt in the internet for such a false-colours-image consisting of motion-vector-data....
by bertram
Mon Jun 28, 2004 6:07 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2004/06/28) and YafRay Windows
Replies: 39
Views: 17521

Simple scene: Perfect!
medium scene: dunno.
very complex Scene: Blender Crashes (tried 3 times!)
PIII600, W2K
Thank you jesterKing!
by bertram
Mon Jun 28, 2004 5:54 pm
Forum: Rendering
Topic: Feature request: vectorial motion blur or something similar
Replies: 13
Views: 3177

I've read an article about 3d-Blur some time ago which I can't find anymore by now. As far as I remember, there was a special method introduced, how to store 3d-motion-data in 24bit RGB-images. The motion along every axis was mapped to a rgb-channel, for example X-motion to Red-channel, Y-motion to ...
by bertram
Mon Jun 28, 2004 5:32 pm
Forum: Rendering
Topic: 64 bit rendering- The quick and dirty way (works right now)
Replies: 15
Views: 5305

@usagi: Let me say it in other words: 64 bit-output is mandatory for using blender in a professional environment. :) @ideasman: Your approach to 64bit output sounds interesting, although you wont't be able to reverse the quantisation in areas of an image where colors blend very softly. And exactly t...
by bertram
Sat Jun 26, 2004 1:05 am
Forum: Testing Builds
Topic: bf-blender / Windows (2004/06/25)
Replies: 16
Views: 9554

Thanks Gabio. This was kind of a precision landig with the new build :wink: But I think the name "sweep" is too vague. I work in video post-production and these sort of transitions are referred to as "wipes". Well, I absolutely agree with phrangkk. In editing and postpro "Wipe" is the common term an...
by bertram
Fri Jun 25, 2004 3:28 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2004/06/17)
Replies: 18
Views: 8780

any further binaries scheduled?

Hi Gabio,
thank you very much for your time and effort to keep us up to date with builds from the current cvs.
Have you scheduled another build for this weekend?
Bertram
by bertram
Wed Jun 23, 2004 12:42 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2004/06/17)
Replies: 18
Views: 8780

Wow! The Outline Mode is an absolutely great idea! Until now it was almost impossible to select the correct object when in shaded view.
Thanks for this!!
by bertram
Tue Jun 01, 2004 12:34 am
Forum: Rendering
Topic: kray raytracer looks promising !
Replies: 15
Views: 5500

even r.i.s.e. seems to having scheduled RIB import/processing. I have seen this one, hase nice SSS!!! I don't want to sound like a smart ass, but in my opinion r.i.s.e. doesn't do SSS yet. What it offers is a transluscent shader which is also available in blender: Example movie of a light inside Suz...
by bertram
Thu May 27, 2004 2:06 pm
Forum: Rendering
Topic: kray raytracer looks promising !
Replies: 15
Views: 5500

How about Pixie?

I'm a little confused why everybody's talking about the portability of the sources while all of the suggested renderers have their own proprietary scene description which then again makes limitations to export modules. How about the RIB-Renderer pixie ( http://pixie.sourceforge.net )? It's got almos...
by bertram
Thu May 20, 2004 12:22 am
Forum: Rendering
Topic: Awesome shaders, worth a look.
Replies: 7
Views: 3290

I guess that most of the pictures do rather show the results of postprocessing-filters (as the toon edges in blender are too) than the results of shaders.
by bertram
Wed May 12, 2004 6:03 pm
Forum: Rendering
Topic: blurred reflections / filtering of textures
Replies: 6
Views: 2259

Yes, images please! This sounds interesting. I start feeling sick when I think of increasing the rendertime of each frame by factor 8. If we need to supersample rays to random normal vectors, this should be controllable from the shader itself. For example like with the Area Lights or the AO. But isn...
by bertram
Wed May 12, 2004 1:04 pm
Forum: Rendering
Topic: blurred reflections / filtering of textures
Replies: 6
Views: 2259

A slow yet effective way is to apply a noise texture as a bumpmap, use ray reflections & caustics :? Well, that's exactly what I called a "not satisfying result" btw: caustics? Where to activate? If you're using an Env Map, just raise the filter value Thanks! I completely overlooked this slider! Ne...
by bertram
Wed May 12, 2004 2:44 am
Forum: Rendering
Topic: blurred reflections / filtering of textures
Replies: 6
Views: 2259

blurred reflections / filtering of textures

Right at the moment I'm seeking for an adequate workaround to simulate blurred reflections. I don't think of these cool anisotrophic ones - I'd be glad to have the opportunity to preprocess the on-the-fly-calculated environment-maps with a little gaussian blur. Of course it would be so much nicer to...
by bertram
Wed May 12, 2004 2:34 am
Forum: Rendering
Topic: 16 Bit per Channel Output
Replies: 3
Views: 2027

16 Bit per Channel Output

Would it be a big problem to enable the blender-internal renderer for 16Bit-per-Channel-Output? I assume, that the renderer is internally already calculating with a precision of at least 16 Bit? Therefore the quantisation to 8Bits/Channel only has to be "switched" to a 16Bits... 16Bits/Channel is ve...