Search found 187 matches

by JA-forreal
Tue Jul 20, 2004 10:01 pm
Forum: News & Chat
Topic: working with weights-skinning - new script(edited)
Replies: 13
Views: 8306

This is a great idea for a script pildanovak. Did you try posting on elysiun in the Blender Python & Plugins area?-

http://www.elysiun.com/forum/viewforum.php?f=5

You can post over there and also get great tips from other Blender coders.

Again, great script!
by JA-forreal
Mon Jul 19, 2004 9:01 pm
Forum: Interface & Tools
Topic: Save Cursor Positions Idea
Replies: 3
Views: 1299

z3r0_d wrote:you could use empties....
I know. But I think that the cursor would be nice too.
by JA-forreal
Mon Jul 19, 2004 8:14 am
Forum: Interface & Tools
Topic: Save Cursor Positions Idea
Replies: 3
Views: 1299

Save Cursor Positions Idea

I wish that we could save the cursor positions. This would be useful many things from sending objects to a cursor positions and setting up Armatures. I use the cursor for everything from modeling to shaping my characters joints into good bending positions for Armatures. Maybe we could even make use ...
by JA-forreal
Thu Jul 15, 2004 10:18 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2004/07/13) Updated (LSCM)
Replies: 46
Views: 34594

I'm just waiting for the particle hair stuff to kick in. Thanks coders! Now I return to my former state of shock and amazement. Hehehe.
by JA-forreal
Mon Jul 12, 2004 8:33 am
Forum: Interface & Tools
Topic: Blenders Shadowmap Lamps
Replies: 4
Views: 1331

I even thought of a visable lamp clipping feature that will let your see the effect of a lamps shadowmapping zones. With all the new amazing Raytracing code going into Blender I still favor Blenders scanline renderer. you can see the effect of the clip values on a lamp by making it a camera by sele...
by JA-forreal
Sun Jul 11, 2004 5:43 am
Forum: Interface & Tools
Topic: Blenders Shadowmap Lamps
Replies: 4
Views: 1331

Blenders Shadowmap Lamps

I am a heavy user of Blenders wonderful scanline renderer. Always wonder when we will see some new code going into the shadowmapping for the lamps that are renderable with Blenders scanline rendering engine. I even thought of a visable lamp clipping feature that will let your see the effect of a lam...
by JA-forreal
Tue Jul 06, 2004 9:23 am
Forum: Rendering
Topic: Faster way of Rendering Subdivisions?
Replies: 5
Views: 1927

Re: Faster way of Rendering Subdivisions?

the more faces, the more work it is to trace rays and because of that you can adjust the size of the octree [a 3d grid which optimizes the raytracing], the option shows up when you enable ray in the render buttons I think the best option is the one your memory can handle, higher is better if you me...
by JA-forreal
Tue Jul 06, 2004 9:16 am
Forum: Rendering
Topic: Faster way of Rendering Subdivisions?
Replies: 5
Views: 1927

Cutting out verts in the camera view is a bad idea since these verts could be a part of faces that are in the camera view. Other then that I agree with your comments. I do this when I render my characters. I cut the vertexes in the the back of a shirt that is covered by a jacket. I remove any other...
by JA-forreal
Tue Jul 06, 2004 2:25 am
Forum: Rendering
Topic: Faster way of Rendering Subdivisions?
Replies: 5
Views: 1927

Faster way of Rendering Subdivisions?

I have used Blenders internal raytracing engine vary little since its wonderful addition by Ton and the other coders. I use the great Blender scanline rendering tools for the speed that I get for quality 800x1000 renders. It seems that Blenders raytracer as it is now has trouble calculating subdivid...
by JA-forreal
Tue Jul 06, 2004 2:05 am
Forum: Interface & Tools
Topic: Edit Mode 3d OpenGL Viewport Options
Replies: 4
Views: 1832

Edit Mode 3d OpenGL Viewport Options

I have been doing more modeling in Blender than ever after edgelooping was added. But there are some things that could be done to aid 3d modeling in Blender that would involve updates to Blenders 3d OpenGL Viewport. It seem to me that we already have some 3d OpenGL Viewport elements at hand in Blend...
by JA-forreal
Sat Jul 03, 2004 1:33 am
Forum: Testing Builds
Topic: bf-blender / Windows (2004/07/02)
Replies: 23
Views: 11789

I think that the new Ramp shader make a big difference with a skin shader in Blender. I did a test with it on one of my new 3d characters.-

http://www.solarflarestudios.com/forum/ ... ?p=968#968

Thanks for this build gabio!
by JA-forreal
Thu Jul 01, 2004 9:47 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2004/07/01) - with Ramps
Replies: 9
Views: 5250

Thanks theeth! My skin materials will look sweet with this stuff.
by JA-forreal
Mon Jun 28, 2004 12:00 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2004/06/28) and YafRay Windows
Replies: 39
Views: 19003

Luis wrote:Hi.

I have a YafRay installer package available for download:

YafRay-20040627.zip

Maybe somebody find it more easier than "copy and replace" old YafRay installation.

Luis.
Oh Snap!!!!!! Thanks Luis and jesterKing for this good stuff!

Blend on!
by JA-forreal
Wed Jun 23, 2004 11:33 pm
Forum: Interface & Tools
Topic: working still image renderfarm script.
Replies: 16
Views: 36293

Good point. Do you know how to get python to know how many CPU's the PC has? Failing that it could be configured within blender, this would also be good for hyperthreading. - Cam Sorry, I don't know how to get python to access CPU threads in a PC. I like the speed increase that we get with this opt...
by JA-forreal
Wed Jun 23, 2004 1:35 am
Forum: Interface & Tools
Topic: working still image renderfarm script.
Replies: 16
Views: 36293

This is great ideasman! Thanks.

It would also be nice if were possible to render a still file by assigning this job out to as many cpu's that you have in your computer for AO renders.