bf-blender / Windows (2004/07/22)
Moderators: jesterKing, stiv
When using Yafray to render...
For the first time when starting up Blender and hitting F12 to render
it keeps asking about 10 times for a cygwin1.dll file
Everything works fine besides that (after that)....but
every time I restart Blender...that one comes up.
Is it just me or is Yafray just ton's times faster now?
I really like the fact that we can preview Yafray renders
while it renders..makes it SOOOO much easier to do
experiments.
The Crease feature is a DOLL! Much needed! Thanks.
However....it's kind of annoying that I can't see where
I used the Crease-edge feature...it would have been
nice if it leaved some kind of colored mark on the
edges where used.
*Edit* Anyone knows why it keeps asking for this cygwin1.dll file?
For the first time when starting up Blender and hitting F12 to render
it keeps asking about 10 times for a cygwin1.dll file
Everything works fine besides that (after that)....but
every time I restart Blender...that one comes up.
Is it just me or is Yafray just ton's times faster now?
I really like the fact that we can preview Yafray renders
while it renders..makes it SOOOO much easier to do
experiments.
The Crease feature is a DOLL! Much needed! Thanks.
However....it's kind of annoying that I can't see where
I used the Crease-edge feature...it would have been
nice if it leaved some kind of colored mark on the
edges where used.
*Edit* Anyone knows why it keeps asking for this cygwin1.dll file?
Probably because yafray or blender was compiled in cygwin. This shouldn't happen of course, but the official version will not be compiled with cygwin, so this problem will not appaer in the official 2.34.JoOngle wrote:*Edit* Anyone knows why it keeps asking for this cygwin1.dll file?
Seems like this was fixed in cvs today.Matthe wrote:When rendering with Yafray XML disabled all lightsources cast shadows, ignoring the settings for the lightsources. If XML is enabled everything works fine.
This is not enough info. Please put a clear step by step description on how to reproduce these and/or a .blend file showing these bugs in the bug tracker (on the left of this page, under Blender > Bug Tracker).birras wrote:render: artifacts with procedual texture
in pose mode/editmode when manipulating the armature: crash
relative keys: after inserting key in edit-mode hitting tab: crash
Yea i forgot to tell pp. I,m using msvc7 with scons. So the cygwin stuff is from yafray for sure.blendix wrote:Probably because yafray or blender was compiled in cygwin. This shouldn't happen of course, but the official version will not be compiled with cygwin, so this problem will not appaer in the official 2.34.JoOngle wrote:*Edit* Anyone knows why it keeps asking for this cygwin1.dll file?
just tested out. The 0.0.7 pre-release fromn yafray.org is working like a charm with my build.
If you got cygwin error: got download the 0.0.7 now
www.yafray.org
If you got cygwin error: got download the 0.0.7 now
www.yafray.org

There is something strange in the objects shadows when I use ray trace shadows.
It doesn’t meter witch on I use (lamp,sun,airelamp…)
2 weeks ago I posted the same thing too jesterkings build and broken ask my if I cud send an image and the blender file. The thing is I don’t know how too do that so I send him an email. I am not shur if hi received it.
So I trey too explain again. It is wery easy too do just open Bender and delete the cub then ad a UV Sphere with segments 32 and rings 32 then subdivision surface 1 and set smooth go too world panel and set Ambient Occlusion on samples 10 dist 10 and plain defuse energy (whit).
Select the lamp and go to the lamp panel set ray shad on and only shad on turn energy too maximum 10.000. Now go to the render panel and put ray and shadows on OSA on and render the image. You while see on the right side of the Sphere black triangles.
Now go back to the lamp panel and turn off “only shadows” and put the energy back to 1.000. render the scene agen and you will have a light said and a dark said on the Sphere.
At the transition from light to dark the black triangles appear again so there is no smooth transition (me by you have too zoom in the rendered picture too see it better).
I run Blender on Pentium 3 866 WindowsXPpro
Well, I replied to the message you sent, immediately. I don't know what happened... Anyway, in my message I said that I put it in the bug tracker. It was a very difficult bug, but Ton solved it just yesterday! Have a look here:patricks wrote:2 weeks ago I posted the same thing too jesterkings build and broken ask my if I cud send an image and the blender file. The thing is I don’t know how too do that so I send him an email. I am not shur if hi received it.
http://www.blender3d.org/cms/Misc_impro ... 355.0.html
Nice job Ton, that looks like it was quite a beast of a bug. I'm fortunate enough to have never noticed that, it'd be driving me up a wall if so. That snowman animation related to the new static particle deformation is quite inspiring; awesome work by @ndy, yet again.
Great build here, the new Rotation/Scaling constraint is very cool. I've been offhandedly wishing for something similar while blending. Thanks, now back to experimenting w/ DoF.
Great build here, the new Rotation/Scaling constraint is very cool. I've been offhandedly wishing for something similar while blending. Thanks, now back to experimenting w/ DoF.

I have some questions about this “bug fix”
1. Will it fix it also for Yafray (I tested Yafray and found the same problem)?
2. I tested it with Blender 2.32 and everything work fin no black triangles (Yafray also work fin). The problem starts with Blender 2.33a .So what happened between Blender 2.32 and Blender 2.33a?

Hi Blenderers,
thank you once more for an excellent build. However, while testing the new particle system(thx, theeth), I have come across something I have not been able to understand and does not seem to have been reported yet(It first struck me in a quite complex scene, but here is the easiest way to reproduce it):
1) Create a new particles effect for the default cube(Tested with a plane, too)
2) Add a force parallel to the view
3) Zoom in and animate(alt-a)
4) In my case, the particles moved into the direction opposite to the force for a short time, but then turned and followed the force. This lengthens when the particle lifetime is increased.
Is this a feature, a bug or my own stupidity
? I am not sure, so I would ask you to see whether you can confirm this and enlighten me.
Cheers
Felix
thank you once more for an excellent build. However, while testing the new particle system(thx, theeth), I have come across something I have not been able to understand and does not seem to have been reported yet(It first struck me in a quite complex scene, but here is the easiest way to reproduce it):
1) Create a new particles effect for the default cube(Tested with a plane, too)
2) Add a force parallel to the view
3) Zoom in and animate(alt-a)
4) In my case, the particles moved into the direction opposite to the force for a short time, but then turned and followed the force. This lengthens when the particle lifetime is increased.
Is this a feature, a bug or my own stupidity

Cheers
Felix
Thank Leon, he did most of the work.mosk!to wrote:thank you once more for an excellent build. However, while testing the new particle system(thx, theeth
It's a really old bug that haven't been solved yet.mosk!to wrote:Is this a feature, a bug or my own stupidity? I am not sure, so I would ask you to see whether you can confirm this and enlighten me.
I'll see if I can solve it tonight.
Martin
Life is what happens to you when you're busy making other plans.
- John Lennon
- John Lennon