BF windows 2006/02/07
Moderators: jesterKing, stiv
-
- Posts: 0
- Joined: Tue Jan 04, 2005 10:25 pm
BF windows 2006/02/07
Hello, I make a new compilation with the vector motion blur.
To using this option, don't miss the vec button in render layer, like in the image.
http://blendertestbuilds.de/index.php?d ... orblur.JPG
Download:
7zip (2MB)
zip(2.6MB)
To using this option, don't miss the vec button in render layer, like in the image.
http://blendertestbuilds.de/index.php?d ... orblur.JPG
Download:
7zip (2MB)
zip(2.6MB)
Last edited by lguillaume on Sun Feb 12, 2006 10:26 pm, edited 1 time in total.
It is looking for libpng and zlib.dll - I downloaded these dlls off the net and I get that "The ordinal 280 could not be located in the dynamic link library libpng.dll".
I suppose I should find the correct dll - though I have had no luck so far. Could you include it in the zip files? I'm really looking forward to this build.
Koba
I suppose I should find the correct dll - though I have had no luck so far. Could you include it in the zip files? I'm really looking forward to this build.
Koba
-
- Posts: 0
- Joined: Tue Jan 04, 2005 10:25 pm
You can find the 2 DLL you want at : http://blendertestbuilds.de/index.php?d ... le=dll.zip
But you have this dll in your 2.41 installation directory, it is the same.
But you have this dll in your 2.41 installation directory, it is the same.
Wonderful build...
The vec blur now works real nice - and I love the new time node. That will allow people to vary the depth of field over time and such like. My only comment about it - and the other curve nodes is that firstly the nodes are too small to work with well, secondly there are no labeled axes and thirdly you cannot pan within them. Perhaps there should be a way of linking to an IPO instead - how about having "node" IPOs?
Koba
EDIT: I notice that the fluid sim doesn't have motion blur applied. Morphing (ie shape keys) however do blur correctly. I suppose it is to do with the continuity of the data.
The vec blur now works real nice - and I love the new time node. That will allow people to vary the depth of field over time and such like. My only comment about it - and the other curve nodes is that firstly the nodes are too small to work with well, secondly there are no labeled axes and thirdly you cannot pan within them. Perhaps there should be a way of linking to an IPO instead - how about having "node" IPOs?
Koba
EDIT: I notice that the fluid sim doesn't have motion blur applied. Morphing (ie shape keys) however do blur correctly. I suppose it is to do with the continuity of the data.
-
- Posts: 0
- Joined: Tue Feb 07, 2006 5:24 pm
Oh yeah...I forgot to say...
Fluids is broken in this build...I had to use the official build to bake the fluids. Then I brought them into this build to find that vec blur doesn't work with them either.
Same for softbodies I reckon.
As for the Blender vs Max comparison - yes Max's blur is better and I hope Blender's blur improves to the same quality. On the other hand motion blur is more of an important subliminal effect (in animation anyway) so it shouldn't be too much of a problem. I suppose the discrepency is much more of an issue for stills.
Koba
Fluids is broken in this build...I had to use the official build to bake the fluids. Then I brought them into this build to find that vec blur doesn't work with them either.
Same for softbodies I reckon.
As for the Blender vs Max comparison - yes Max's blur is better and I hope Blender's blur improves to the same quality. On the other hand motion blur is more of an important subliminal effect (in animation anyway) so it shouldn't be too much of a problem. I suppose the discrepency is much more of an issue for stills.
Koba
The way it renders resembles Yafray's bucket rendering (or other raytracers' way of rendering); but, yafray is no longer working?
I tried rendering a scene and got no difference with the internal render (neither did I get any viewport samples).
Will blender's native renderer turn into a raytracer-GI solution on its own?
I tried rendering a scene and got no difference with the internal render (neither did I get any viewport samples).
Will blender's native renderer turn into a raytracer-GI solution on its own?
Irrlicht 3d Engine Forum Admin.
http://irrlicht.sourceforge.net
http://irrlicht.sourceforge.net
The problem with softbodies is that the renderer needs to sample forward and back in time for the speed vectors. You can't do this with the softbody calculation, so it needs to be baked.LetterRip wrote:I would think that softbodies should work fine, since they use the orignal vertexes. Fluid has new verts for each frame and hence it can't be blurred.
Yup. Baking softbodies work with motion blur.The problem with softbodies is that the renderer needs to sample forward and back in time for the speed vectors. You can't do this with the softbody calculation, so it needs to be baked.
I'm wondering if it will ever be possible with fluids - couldn't the fluid system bake the meshes in the same way as softbodies do? Perhaps the fluid meshes could be subdivided to all have the same vertex count after the fluid baking stage and then assigned to the same object.
I dunno, I'm just hoping that vector blur will work with everything.
Koba