Development Digest, july 2005

General discussion about the development of the open source Blender

Moderators: jesterKing, stiv

aarku
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Post by aarku » Thu Jul 28, 2005 9:53 pm

Wow! Very exciting.

But while these are really exciting... what I'd oh so love to see someone who is capable to do it, is FBX export. (To a lesser extent, import)

http://www.alias.com/glb/eng/products-s ... Id=1900004

*crosses fingers*

NateTG
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Post by NateTG » Thu Jul 28, 2005 10:52 pm

@Harkyman:

I like your ideas... However, unless I am misunderstanding, you would still need an "active" action, to determine which actions the new keyframes are to be added to, especially in a layered situation. (I like the mute/solo idea.) I suppose this could be done by simply selecting the action in the NLA. Also, since actions would be edited at odd frames a "jump to first/last frame of current action" key would be nice. Finally, it would be cool if bones could be coloured to indicate which bones have keys in the current action.

Just a couple 'o ideas. I may be way off base.


\n

harkyman
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Post by harkyman » Thu Jul 28, 2005 10:55 pm

Right. The "active" action, meaning the selected one in the NLA, would receive any new keys.

Also, in my original proposal, bones were colored to match strips that affected them. Strips could be assigned a color in the n-key panel for that strip, or in the appropriate buttons window.

uncle_angry
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Render

Post by uncle_angry » Fri Jul 29, 2005 12:37 am

Hi everyone!
I am a pleased new features in expecting release, but beside me several questions
- when is expected full solution of the problem OSA in Blender (internal render)?
- why graphic files have resolution 72 dpi, can be enlarge permit?
- render 2.23-2.37a - no evolution in quality - why?
Please pay attention to this serious bug.

With hope,
uncle_angry.

levon
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Re: Render

Post by levon » Fri Jul 29, 2005 6:55 am

uncle_angry wrote:Hi everyone!
I am a pleased new features in expecting release, but beside me several questions
- when is expected full solution of the problem OSA in Blender (internal render)?
- why graphic files have resolution 72 dpi, can be enlarge permit?
- render 2.23-2.37a - no evolution in quality - why?
Please pay attention to this serious bug.

With hope,
uncle_angry.
we got ray tracing, post effects (gamma, hue etc), Ambient Occlusion, new radiosity, and im sure there have been other things that i have missed
why graphic files have resolution 72 dpi, can be enlarge permit?
afaik 72DPI is the standard for screen resolutions.... you just have to learn to use a calculator so you can render at a larger size, and then change the DPI in potatoshop or the gimp..

Flurp89
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Post by Flurp89 » Fri Jul 29, 2005 3:57 pm

i have just one small thing to say:

:shock: i cannot wait for fluid dynamics and the new bone thingy(sorry but i forgot what its proper name was)

you guys are amazing!!! :wink:

!!WOW!!

uncle_angry
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Post by uncle_angry » Sat Jul 30, 2005 9:05 pm

Levon thank you for answer.

"we got ray tracing, post effects (gamma, hue etc), Ambient Occlusion, new radiosity, and im sure there have been other things that i have missed"

I agree with all this, but OSA or AA really bad in Blender, and does not tend to improvement.
This particularly powerfully noticeably on multiple material, material with bump and emitt more than 0.

And this does not improve increase the size of the picture - neither in 8 once, nor more.
For example - render without OSA cube with 2 material one of them has emitt>0, size of the picture 3200*2400 - to return to 800*600.

In Photoshop change resolution 300 dpi. Afterwards reduce the size in 4 times and...
AA same as if I render in Blender with 800*600 and OSA=5.
Of course, I wit to use and Photoshop and other graphic program.
In the same way I tried the method stated on elysiun.com forums, where is used 2 scenes, for increase first, afterwards reduction render pictures - a result same.
The Variant with use OSA and MBLUR does not approach, he only smudges the picture.

Miserable that such powerful and flexible instrument as Blender, has such bad and crooked render.

Much hope that developers will pay attention this bug.

jakehm
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Post by jakehm » Sun Jul 31, 2005 4:52 am

OK, just checked out the fluid dynamics. My brain exploded from how cool that was. Just one question - What about motion blur? Will it work with fluids?

cwguy
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Post by cwguy » Sun Jul 31, 2005 5:37 am

This is going to be a real awesome release... I'm glad the whole Nurbs thing got worked out with Nurbana and all. Finally we get those great tools like lofting, I've been waiting a long time for them! These features all look really exciting, I can't wait for 2.40

gabio
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Post by gabio » Sun Jul 31, 2005 6:23 am

jakehm wrote:OK, just checked out the fluid dynamics. My brain exploded from how cool that was. Just one question - What about motion blur? Will it work with fluids?
No. It was mentionned in proposal.
Motion blur need a rewrite too it seem...

harkyman
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Post by harkyman » Sun Jul 31, 2005 9:48 pm

On that subject (motion blur), there was a great discussion about various methods in this forum thread. Some great ideas were posted, including a nice workflow proposal. Ton even pitched in at one point and indicated that certain of the requirements would be trivial to implement.

JoOngle
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Post by JoOngle » Sun Jul 31, 2005 11:20 pm

Adding "Foam" to the fluid would be an absolutely "kicking" extention to it, that way
we could create "beer" & "Shampoo" commercials :)

But yeah, the fluid simulation is really great looking, can't wait to test it out.

N86
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Post by N86 » Mon Aug 01, 2005 1:50 am

PLEASE one of the news posters for blender.org PLEASE fix the numerous spelling errors found throughout the latest developer's journal.

Motion blur is nice. But I'd rather see it as a post effect done in the seqencer.

Bagration
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Post by Bagration » Mon Aug 01, 2005 11:08 am

If you're looking for a post-effect motion blur: VirtualDub has a motion blur filter.
Actually I'd rather have "true" motion blur. It will look better for spinning objects for instance. Depending on how much render time you can afford, you can then choose whether you want it "true" (in Blender) or "post" (another app).

thorq
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modeling issues

Post by thorq » Mon Aug 01, 2005 12:17 pm

ok,it's a tremendous improvement and congrats you all guys.As i'm a newbie in blender i'd like the modeling to get far better than other 3d apps(as far as i coud read on the internet wings3d is a better modeler-but you shouldn't stick just to that,try to go beyond).I didn't see anything related to modeling as a goal for next revolutionary version so I couldn't resist to give my 2 cents.Hope you'd consider it.

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