Search found 97 matches
- Mon Oct 02, 2006 8:34 pm
- Forum: Coding Blender
- Topic: THE N-GONS PROJECT
- Replies: 106
- Views: 92500
I have a rhetorical question: Arn't fgons the same thing as ngons, only without the automatic tessellation algorithm? I still think that if Blender could automatically create and smooth fgons it would solve most of the problems their absence causes. Making the connect and cut tools work with them as...
- Mon Oct 02, 2006 8:20 pm
- Forum: Interface & Tools
- Topic: Feature Request (Rendering Engine)
- Replies: 25
- Views: 9686
joeri: Right again! I was imagining using something like an octree to divide the render screen into the smallest regions where pixels would change. You are also right that most of this optimization can already be done in the compositor/sequence editor. I guess I'm just lazy - I want the computer to ...
- Sun Oct 01, 2006 7:58 pm
- Forum: Interface & Tools
- Topic: Feature Request (Rendering Engine)
- Replies: 25
- Views: 9686
Well, this is quickly disolving into a useless thread. Joeri: I agree Tons time is more valuable then the few seconds this would shave off of animation render times. I disagree about its general usefulness though. Adaptive subdivision would make this useful even in scenes with large amounts of movem...
- Sun Oct 01, 2006 2:41 am
- Forum: Interface & Tools
- Topic: Feature Request (Rendering Engine)
- Replies: 25
- Views: 9686
- Thu Sep 28, 2006 2:23 am
- Forum: Interface & Tools
- Topic: Feature Request (Rendering Engine)
- Replies: 25
- Views: 9686
This is great stuff! Has anyone posted a feature request on the tracker yet? I'm basically at the limits of my knowledge concerning rendering, and I lack the skills to code this even if I had written renderers before. I think this calls for the man in the Vrrooom jacket! Maybe we could get the peopl...
- Wed Sep 27, 2006 12:21 am
- Forum: Interface & Tools
- Topic: Feature Request (Rendering Engine)
- Replies: 25
- Views: 9686
Actually I was thinking something a bit higher level. Blender has to do some kind of scene initialization before rendering right? Building depth maps/zbuffer, calculating animation deforms, etc. Is there something in the perframe render initialization that can be used to check for changes per bucket...
- Tue Sep 26, 2006 11:44 pm
- Forum: Interface & Tools
- Topic: A problem..
- Replies: 1
- Views: 1109
Easy! Just go to http://www.Blenderartists.org/forum and ask the users there how it works
In the mean time you can look around here at the developers forums to see what the programmers are doing to improve Blender! Feel free to ask any Blender programming related questions here too.

In the mean time you can look around here at the developers forums to see what the programmers are doing to improve Blender! Feel free to ask any Blender programming related questions here too.
- Mon Sep 25, 2006 8:07 pm
- Forum: Interface & Tools
- Topic: Feature idea: IPO driver nodes
- Replies: 0
- Views: 821
Feature idea: IPO driver nodes
This is rude, and I'm sorry, but I would like to request a new interface for driven ipos. I have had no response in the animation sub-forum, and since this is also a interface related sugestion I am cross posting it here. http://blender.org/forum/viewtopic.php?t=9701 It's not like I expect imediate ...
- Mon Sep 25, 2006 7:56 pm
- Forum: Interface & Tools
- Topic: Feature Request (Rendering Engine)
- Replies: 25
- Views: 9686
Something similar that would be nice is if Blender would track changes at the parts level. So for instance imagine if you are rendering an animation and are using 8 render parts each direction. Now if Blender cached the result for each part then each frame it could check if the current part has actu...
- Sun Sep 24, 2006 9:16 pm
- Forum: Animation
- Topic: Feature idea: IPO driver nodes
- Replies: 2
- Views: 3656
- Thu Sep 21, 2006 1:22 am
- Forum: Animation
- Topic: Feature idea: IPO driver nodes
- Replies: 2
- Views: 3656
Here is a mockup http://kitsu.petesdomain.com/images/Blender/driven-nodes.jpg Pretty rough, but you get the point :roll: Should the input node be providing values for each channel, or should loc, rot, scale, etc. be combined into a single vector output? Maybe there should be a vector convertor that ...
- Mon Sep 18, 2006 9:03 pm
- Forum: Animation
- Topic: Feature idea: IPO driver nodes
- Replies: 2
- Views: 3656
Feature idea: IPO driver nodes
There was a post on BlenderArtists a while ago that I think sounds like a good idea. Lord of the Rings Junkie: I just borrowed "Mastering Maya7" from the library and was reading through it. I was thinking, would it be possible to have a graphical node interface for IPO drivers, similar to the Input/...
- Sun Aug 27, 2006 1:49 am
- Forum: Animation
- Topic: Test for a new Constraint
- Replies: 5
- Views: 5124
Good work! but...
Can't this already be done with driven ipos? With the added power that any ipo channel can drive any other channel (e.g. z position drives color which drives rot etc.)? If I am remembering correctly then maybe you should checkout drivers? If I recall the developers were looking for a nice ui for dri...
- Sat Aug 19, 2006 12:03 am
- Forum: Animation
- Topic: Animatable node parameters
- Replies: 3
- Views: 5565
Actually this is fairly easy to do right now! Since the node system is mainly using the previous material/texture data-blocks for its inputs you can use the animatable parameters from those to control you node states. For instance if you create a material and key-frame some alpha values at various t...
- Mon Feb 13, 2006 6:08 pm
- Forum: News & Chat
- Topic: PocketPC
- Replies: 66
- Views: 55442