Development Digest, july 2005
Moderators: jesterKing, stiv
@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
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
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- Joined: Thu Jul 28, 2005 11:54 pm
Render
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.
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.
Re: Render
we got ray tracing, post effects (gamma, hue etc), Ambient Occlusion, new radiosity, and im sure there have been other things that i have misseduncle_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.
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..why graphic files have resolution 72 dpi, can be enlarge permit?
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- Joined: Thu Jul 28, 2005 11:54 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.
"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.
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.
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).
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).
modeling issues
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.