Is there a 'standard' - ie does every other 3d animation package use
the inverse of what we currently use?
LetterRip
On Thu, Feb 24, 2011 at 10:03 PM, Morten Mikkelsen wrote:
> So as you guys most likely know white means down and black means up when
> bump mapping in Blender
> which is kinda cou
In pretty much everything out there the convention is "white is True,
black is False"...
in most DCC this equates to white being high (a bump) and black being
low(a crevice)...see lightwave, 3ds max, maya and also note that this
is consistent with the displacement map modifier in blender...
Hi all :)
I just wanted to let you know about my new modifier proposition,
WeightVGroup, which affects the weights of a vertex group, currently
using the distance between the vertices and another reference object
(tracker:
http://projects.blender.org/tracker/index.php?func=detail&aid=26108)
I
Can you say more about the intended usage cases for this modifier? I
could think of many ways it could work or it to be intended. Some
examples would really help out for acceptance.
Am 25.02.2011 12:24, schrieb Bastien Montagne:
> Hi all :)
>
> I just wanted to let you know about my new modifier
Hi tobias
I developed this modifier as the first part of a more complex project:
to have a subsurf modifier with different levels of subdivisions for
each face (and hence, to control the level of subdivisions with a vertex
group).
The problem is, if you want to fly uppon a landscape in Blender
Today I took some time to look at how much slower blender 2.5x is then
2.4x, and possible ways to make it faster.
http://wiki.blender.org/index.php?title=User:Ideasman42/BlenderStartup
Or just jump to conclusions
http://wiki.blender.org/index.php?title=User:Ideasman42/BlenderStartup#Conclusions
As far as i could see and read it uses the distance to the origin of the
target. Which is pretty fine for your Dynamic Subsurf task. But for only
mesh weights, i would really appreciate if it could use the (shortest)
distance to another mesh. That would give this modifier a whole lot more
possi
> As far as i could see and read it uses the distance to the origin of the
> target. Which is pretty fine for your Dynamic Subsurf task. But for only
> mesh weights, i would really appreciate if it could use the (shortest)
> distance to another mesh. That would give this modifier a whole lot more
>
It would be extremely easy to fix this for just the most recently added bump
mapping
method should we choose to do it that way.
In render_texture.c in the function ntap_bump_compute() At the top
change the line:
float Hscale = Tnor*mtex->norfac;
such that it's negated:
float Hscale = -Tnor*mtex
Ok, I think to have found the solution to compile debug Blender with
scons + mingw.
Tested on WinXP + MinGW gcc 4.5.2 + scons + Blender rev. 35129
I have msvc 2008 express installed, so it may depend on that too.
Can someone without msvc installed confirm that it works?
Thanks.
Short version:
-
Thanks Ervin, that did the trick and I was able to hunt down my problem.
Now when is anyone going to look at my wonderful patch? ;-)
http://projects.blender.org/tracker/index.php?func=detail&aid=26044&group_id=9&atid=127
On 25/02/2011 3:13, ervin weber wrote:
> Ok, I think to have found the solu
It's just testing troubles with ML...
Sergey I. Sharybin wrote:
> Hello, Blender Community!
>
> Last two-three weeks i've been working under sculpting on deformed
> mesh TODO item. Got patch which is ready for testing.
>
> You'll find this patch and some additional notes here:
> http://project
Hi,
On my slow PPC system, debug build, the full 'cold' startup takes
about 5 seconds, of which 3.5 is being spent in BPY_python_start()
On second and successive runs it's 1.2s for Python. Without netrender
only saves 0.1 sec... total about 2.5 seconds.
Interesting is that then quite some ti
Am 25.02.2011 14:00, schrieb Campbell Barton:
> Today I took some time to look at how much slower blender 2.5x is then
> 2.4x, and possible ways to make it faster.
[...]
> Other suggestions for improving startup time welcome!
My suggestion: Don't care about these 5 seconds ;-)
How often do I star
On Feb 25, 2011, at 8:53 PM, Carsten Wartmann wrote:
> How often do I start Blender a day? If I am lucky ONE time. If not the
> next starts are warm starts.
It is different for devs who need to restart constantly to see if got a bug
fixed etc :)
But a good point anyway, even there 5secs is not
Blender still has blazing fast startup (compared to any app). I'd be really
happy keeping it that way, but I do agree that wether it takes three, four or
five seconds seems quite irrelevant.
Mats Holmberg, ArtFlow
3D-Animation / 3D-Graphics / Airbrush Art & Supplies
mobile +358 (0) 40 1920382
e
Hi,
ideasma...@gmail.com (2011-02-25 at 1300.36 +):
> One thing I found was disk speed on a 'cold start' to be the major bottleneck,
> Does anyone know some way we could asynchronously cache certain files
> on load so when they are needed it wont lag so much?
When it says "function body remove
I have attached a proposal for a patch.
I put in a comment as well.
On Fri, Feb 25, 2011 at 6:29 AM, Morten Mikkelsen wrote:
> It would be extremely easy to fix this for just the most recently added
> bump mapping
> method should we choose to do it that way.
>
>
>
> In render_texture.c in the f
> On Thu, Feb 24, 2011 at 10:03 PM, Morten Mikkelsen
> wrote:
> > So as you guys most likely know white means down and black means up when
> > bump mapping in Blender
> > which is kinda counter intuitive.
[SNIP]
>
> Is there a 'standard' - ie does every other 3d animation package use
> the invers
I certainly think that it would be preferable to have this changed,
especially when the displace modifier works the opposite way.
I noticed this when porting the old tile texture to 2.5
___
Bf-committers mailing list
Bf-committers@blender.org
http://list
I've created a rough patch for 2.5 version of the old tiles texture. It also
includes a modified color ramp with independent alpha and HSV blending.
I've added this to the old tracker entry.
tilestexture_14a_2.56_35131_ramp_v04.patch
Added to the old tracker entry
https://projects.blender.org/tr
Kinda irrelevant imo since its so easy to invert, maybe if someone can
demonstrate that the mayority of other software does it the other way
then you'd have a point since it would simplify sharing from one
software to another.. a tiny bit
cheers
Daniel Salazar
www.3developer.com
2011/2/25 Joll
I think black=crevice white=peak is the convention too. Most(all?) of the
bump-mapping related papers I've seen are written on this premise.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
@Carsten, others on IRC said this too - that we are doing ok compared
to others and should not worry about startup times.
The thing is, since python was added we have not made _any_ effort to
make blender efficient for startup, importing modules without worrying
of the side-effect or trying to mini
--- On Fri, 2/25/11, Campbell Barton wrote:
> I think most of this problem can be fixed by doing
> lazy-importing.
> Where a scripts will only register its classes on startup
> but not
> actually load the majority of the code which can be stored
> in a
> submodule and imported as needed.
> I've
Hi,
I use Ubuntu 10.10 on Core i7 machine which Hyper-Threading (HT) is
enabled.
Recently I noticed that the pose-mode repeatedly get into busy waiting
if OpenMP is enabled. Such busy waiting badly disturb our operations.
Perhaps this issue is the same as bugs [#20467] [#20553] [#21344] etc.
By
26 matches
Mail list logo