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Posted: Sat Nov 19, 2005 11:13 pm
I guess we are going to have a rather special Xmas gift freebie soon
Amazing work in the past 2 months. I can hardly believe my eyes.
Just outstanding. Well done to the devs. I can't wait to see the finished Orange Film project either.
Posted: Sun Nov 20, 2005 11:53 pm
dandruf may be an interesting idea but i doubt it
any way have you lot tried useing fullOSA and i doubt it has anything to do with spec as 'lusque' got black spots instead of white and I don't have spots i have BLOCKS!!
don't tell me its the ray tracing because even with a ShadBuff spotlight i got the aliasing:evil:
also with the fluidsim it does not simulate animated obsticles like dropping a ball into the liquid (maybe a logical error)
Posted: Mon Nov 21, 2005 1:59 am
the release notes specifically state that fluid dynamics doesn't yet support animated obstacles.
Posted: Mon Nov 21, 2005 3:56 am
Posted: Mon Nov 21, 2005 3:56 am
Posted: Mon Nov 21, 2005 1:27 pm
hm, better save a copy of 'dandruff blender', this feature is not likely to last long.
Posted: Mon Nov 21, 2005 1:58 pm
I find Geoffrey Bantle's merge tools to be very helpful. Can they please be included in the official release?
Thank you, Scott
World options (F8)
Posted: Mon Nov 21, 2005 3:58 pm
The Buttons in the texturing tabs under the world options don't click to the On state.
Anyone fixed this and re-compiled?
Posted: Mon Nov 21, 2005 6:52 pm
I spent a few hours this weekend playing with the new hair features and it was as fun as it was frustrating. I grabbed an old model I had planned to use card-style hair on, and tried to get some decent hair/fur using particles. During the process I found a bunch of problems, errors, and inconsistencies that made the task less fun, and in places nearly impossible. I'm going to list some of the problems I had and hopefully someone can let me know which ones are known issues, and which, if any, I should add to the bug tracker.
First off I did get spots in my renders. They where of fixed size (five pixels in an arrow shape), and they were less noticeable at higher resolutions. In fact I only noticed them playing beck an animation of what I had made.
Next I had used the mirror modifier on the model and not only did (static) particles not work with the mirror, but they showed up on the unreal side of the mirror. I had to mirror my mirrored model to get the hair on the side facing the camera!
Related to that: Why does freezing the mirror modifier loose so much information? In my mind all its doing is: Shift-D -> mirror global x -> rem-doubles -> ctrl-n. If the regular mirror command doesn't remove vert groups neither should the modifier.
Next the new particle panels are great, and I see that the misleading multiple system buttons where removed. Unfortunately for me I needed more than one system for my application, one for long hair and one for short. To get around the limitation I just duplicated the mesh, used alt-s to shrink the copy, and added different system to that. The point though is that it would be super nice to have more than one particle system on a mesh.
Last thing: the guides are really cool, but a little odd. For some reason I expected the guides to work like a field, where any particle within a given distance would be pulled along the path with strength = inverse square of distance times some user defined scalars. Really what the guides do is the same as the curve deforms. I guess what I was looking for was a way to comb, a way to regionally control which direction the hair flowed. I think currently the only way to do this is to either create a separate mesh with normals pointed where your hair should go, and/or use a ridiculously large number of curve guides to manually bend the hairs.
Okay, all complaining aside I think the particle system is very nice and moderately usable as it is now. The weighted length and density are very powerful, the curves are useful for a number of applications, the hair looks great (except for the artifacts). I'm sure when Ton gets done this will be one of the most celebrated features in the next version, rivaling even the amazing animation upgrades. I just hope Andy and the guys at Orange keep pushing him to make Blender as good as it can be.
BTW: I pre-ordered the DVD about a month ago, but never got an email about it. I guess the presale ended before I got processed? Anyway I think it would be nice if there where some more ways to financially sponsor the development for Orange.
Posted: Tue Nov 22, 2005 5:07 am
This might not be quite the right place to comment about this, but I really want to thank you for adding the ability to have texture-controlled particle emission. I was recently working on aproject that required it heavily, and I couldn't find a way to do it in 3ds max, or after effects which made the effect look not nearly as cool as we originally planned. So again, thanks. In the future, I will be well equiped with blender for yet another reason!
I was very excited to see "rotate aroudn active object when orbiting" available in view & controls, but after playing with it for a few minutes, the invisilble center that becomes apparent when I zoom in too far is still only controllable via pressing when the cursor is in the right position. Neat idea, zooming just needs to get a tiny push in the same direction and navigation might just be perfect -- quite honestly.
Posted: Tue Nov 22, 2005 5:42 pm
You should post a mini-tut on texture based particle emission at Elysiun. I tried to use it the other day but with no visible result.
Note: I visit Blender.org before Elysiun each morning, so if you've already posted there I will see it shortly
Posted: Tue Nov 22, 2005 6:03 pm
kitsu wrote:I tried to use it the other day but with no visible result.
Posted: Thu Nov 24, 2005 12:00 am
A solution to the dandruf...
you'll find it quite simple.
Posted: Thu Nov 24, 2005 12:22 am
Use a more recent cvs build - should be fixed as of the 22nd.
Posted: Thu Nov 24, 2005 12:27 am
Thanks! But the latest (Windows) build was the 17th. I am unable to find the build of the 22nd (Windows), and I do not know how to compile from the source.