More tracing, now with refraction!

General discussion about the development of the open source Blender

Moderators: jesterKing, stiv

kino
Posts: 93
Joined: Sun Oct 13, 2002 7:37 pm

Post by kino » Tue Dec 16, 2003 9:35 pm

thorwil wrote:
ton wrote:I've uploaded linux build again, it was apparantly compiled with optimizing for athlon...
Thanks, but I have an Athlon (not XP). Still the same problem. What else could it be besides processor optimization?

Maybe I will try to compile form CVS on the weekend.
i have compiled a new version with no optimization
you can try it, but, no other one have reported problem
with this or the elysiun version

http://kino3d.com/files/blender-231a-gl ... 2-nopt.zip

let me know
ciao

kino
kino3d.com italian site

thorwil
Posts: 0
Joined: Tue Sep 09, 2003 10:30 am

Post by thorwil » Tue Dec 16, 2003 10:07 pm

Thank you very much, kino!

It works. On my Gentoo everything is compiled with -march=athlon and -O2. There were no problems with previous preview builds (various, including tuhopuu).

Landis
Posts: 0
Joined: Sun May 11, 2003 11:45 pm

Post by Landis » Tue Dec 16, 2003 10:14 pm

Ton,

First I would like to thank you and the others who may be contributing to all of this. Second, I have been wondering if you were planning on implimenting alpha maps that are capable of casting shadows? Does YAFRAY already support such a feature. Do many renderers out there support this feature at all or is this a pretty sophisticated feature? Now, I am completely happy with the latest build, but I just had to ask....so please....please....dont take this as if I am complaining or requesting....simply inquiring :wink: . Take care and thanks again for all the hard work. Great product!

Cheers,
Landis

@ndy
Posts: 26
Joined: Wed Oct 16, 2002 3:45 pm
Contact:

Post by @ndy » Tue Dec 16, 2003 10:23 pm

hey... first of all: thanks ton!!!
now the only things we need now to make "high-end" images is a better AA, alpha shadows and caustics ;)

but as you can see below it doesnt prevent you from making crappy images and at the same time wasting a lot of cpu time... how bad :lol:

http://www.artificial3d.com/images/blen ... y_test.jpg

thanks again! thank you very very much!

ton
Site Admin
Posts: 350
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Post by ton » Tue Dec 16, 2003 10:47 pm

> Implimenting alpha maps that are capable of casting shadows?

Don't know what you mean by this... but yes, now I work on shadow
rays that also take transparency into account. That will work for all kinds
of alpha textures as well.

After that i'll check on some caustic hacking... :)

iluvblender
Posts: 24
Joined: Wed Oct 16, 2002 12:45 am
Location: Mumbai, India
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Post by iluvblender » Tue Dec 16, 2003 10:57 pm

ton wrote: After that i'll check on some caustic hacking... :)
:shock: :shock:

Yay. Bring it on Ton.

UglyMike
Posts: 13
Joined: Wed Oct 16, 2002 9:34 am

SuperTon

Post by UglyMike » Tue Dec 16, 2003 11:04 pm

ton wrote:> ... now I work on shadow rays that also take transparency into account. That will work for all kinds
of alpha textures as well.

After that i'll check on some caustic hacking... :)
OK, we'll check out the result tomorrow morning then.... :D :D :D

( Hey, at the speed we're going, maybe this ain't a joke!!)

Money_YaY!
Posts: 442
Joined: Wed Oct 23, 2002 2:47 pm

Post by Money_YaY! » Tue Dec 16, 2003 11:50 pm

can it make thinkgs really sparkely yet ? Like a sun burst ? I can fake it but it would be neat if it could just blast color naturaly

ada89
Posts: 0
Joined: Sat Sep 06, 2003 10:26 pm

Post by ada89 » Tue Dec 16, 2003 11:51 pm

Test render:

Both image took ages to render btw (with the slow 1.7 Ghz P4) :P :30 min +

Lighting = 27 spot(shadow buff) + 1 spot raytraced shadow

Older build: Reflection
http://sbup.jyscomputers.com/ada89/ooh2.jpg

The latest one: Reflection + refraction
http://sbup.jyscomputers.com/ada89/ooh3.jpg
(i dont know how that 2 black thingy stuff got there :P :wink: )

Thanks Ton!!! :D

leinad13
Posts: 192
Joined: Wed Oct 16, 2002 5:35 pm

Post by leinad13 » Tue Dec 16, 2003 11:59 pm

Great new features thanks coders, (Not Just Ton). :lol:

Even though i know this was Tons work all the coders are doing a great job. One last thing, i would like to complement that even with refraction, reflection and raytraced shadows, the renderer is still extremly fast.

Eric
Posts: 163
Joined: Wed Oct 16, 2002 1:01 pm
Location: Sweden, Norrköping

Post by Eric » Wed Dec 17, 2003 1:50 am

Excuse my ignorance but shouldn't the Index Of Refraction be a value >= 1 ?

Like glass has the IOR of 1.5, water 1.33 etc.

A2597
Posts: 0
Joined: Mon Feb 24, 2003 7:42 pm

Post by A2597 » Wed Dec 17, 2003 2:04 am

WHOW...

Cannot WAIT for the final release guys...this absolutly ROCKS!
The man with his head stuck in the Blender.

radix
Posts: 7
Joined: Wed Oct 16, 2002 2:15 pm

Post by radix » Wed Dec 17, 2003 8:26 am

Whoa, this is just awesome, thanks! I have always found Blender renewing and surprising, but this recent pace of improving is causing some breathing troubles in me. :)

I think I'm in love... will you marry me, Ton? ;)

rafael
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Joined: Sun Oct 20, 2002 4:38 am
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Post by rafael » Wed Dec 17, 2003 8:40 am

Thank you very much coders! It's a very amazing feature!

Let me ask you something: how do you plan to "integrate" Yafray and Blender? Are you going to make a source code fusion so that Yafray will be a part of Blender in the same executable file? Will you develop a plugin? I'm just curious!

klopes
Posts: 5
Joined: Wed Oct 16, 2002 10:33 am

...and volumetric shadows

Post by klopes » Wed Dec 17, 2003 4:22 pm

Ton, it's for you: I INVITE!
http://www.iespana.es/klopes/temp/copas.jpg

But...
Volumetric shadows in halos are lost in raytrace lamps now.

Thanks!

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