Is it possible to add a render pause? I always want to pause it but can't.
I was also wondering if it were possible to write out the pause to the
blend, reload and unpause? This could be very useful to those that
must render with CPUs. I know that I have one computer and often need
to work without
We don't use it on windows, so I think it's safe to use USE_PYTHON=OFF.
Am 15.06.2013 um 07:01 schrieb Campbell Barton ideasma...@gmail.com:
Is blender making use of OIIO's python2.x api?
If not we could set USE_PYTHON=OFF in install_deps.sh
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Hi,
afaik there is no render pause implemented in cycles or BI. As for cycles you
could just turn down the number of threads in the performance panel of the
render settings ;)
/Jürgen
Am 15.06.2013 um 09:32 schrieb Knapp magick.c...@gmail.com:
Is it possible to add a render pause? I always
On Sat, Jun 15, 2013 at 9:39 AM, Jürgen Herrmann shadow...@me.com wrote:
Hi,
afaik there is no render pause implemented in cycles or BI. As for cycles you
could just turn down the number of threads in the performance panel of the
render settings ;)
/Jürgen
I know it is not there. I was
You are right, this might be a cool feature to add. The implementation might be
tricky though. But Brecht and Thomas are the cycles experts.
/Jürgen
Am 15.06.2013 um 09:48 schrieb Knapp magick.c...@gmail.com:
On Sat, Jun 15, 2013 at 9:39 AM, Jürgen Herrmann shadow...@me.com wrote:
Hi,
On Sat, Jun 15, 2013 at 10:13 AM, Jürgen Herrmann shadow...@me.com wrote:
You are right, this might be a cool feature to add. The implementation might
be tricky though. But Brecht and Thomas are the cycles experts.
/Jürgen
I don't know the code but it seems that if you press escape it waits
Hi,
I would like to propose a materials library in Blender, initially this
would be for Cycles but could be extended to include BI.
To this end, I would ask the Blender developers if they want a materials
library in Blender? how best to go about it?
Currently:
The materials library UI would be
Hi,
I don't know if Blender should include a material library in the
download, will leave that to others to discuss. But perhaps it makes
sense to support loading from an online library really well? With
local caching so that it's quick. Then you don't have to worry about
download size and can
THere are a lot of little presets we could have. For example in colors
we could have a pulldown list of things like glass, water, gold, etc.
A bit off topic but as a photographer I adjust the color balance to
get colors to come out right. Sometimes when matching photo/film to
blender I need the
I know that many people really hate it, but ...
what about using Collada as format ?
That could possibly have a few advantages...
* It IS a standard, even if everybody hates its
versatility. ok,ok, that's the problem, i know...
* We could in theory exchange materials with other tools.
* The
I thought I heard of someone working on an asset library already. It might
be worth talking to them to see it's state. An asset library has been
something that has been asked for for a while now :) I like the Idea of
one. It might be good to have as an add-on while in it's early stages. I
agree
Are you aware of online_mat_lib addon (in addons_contrib currently) ?
On 15/06/2013 14:45, Brendon Murphy wrote:
Hi,
I would like to propose a materials library in Blender, initially this
would be for Cycles but could be extended to include BI.
To this end, I would ask the Blender developers
Hmm... For cycles I would rather store the material nodes and their connection
state in some sort of XML file.
The problem with staying in sync with features can be avoided by adding the
blender version to the material file.
I think we won't remove features from cycles in the future, we rather
Neal,
Thank you for your interest in helping with Blender. You'll be happy
to know that Blender already has a tool to scale two axes uniformly;
it's just not easily visible. Blender users learn a lot of shortcuts
that allow them to work at a fast pace. Accessing this tool is usually
done by
Hi neal,
your attachments didn't come through, you might want to put them on
http://www.pasteall.org/
and send us the link instead.
LetterRip
On Sat, Jun 15, 2013 at 9:33 AM, Neal Connolly n...@avalian.com wrote:
Hi,
I've recently begun working with blender and have had just few thoughts
Center of Mass is important for 3D printing if you want your item balanced.
Blender's Origin to Center of Mass algorithm is at worst case 8% off.
Worst case is a cone since the present algorithm seems to be vertice weighted.
CoM of a cone with 4 vertices at base is 0.5m (on a scale of 2m height)
Is the problem different vertex density?
I don't know how it is currently implemented, but, if vertex density is the
problem, the face's area can weight in with no need for voxel dataset.
--
Inês Almeida
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Bf-committers mailing list
On Sun, Jun 16, 2013 at 12:48 AM, Gaia gaia.cl...@machinimatrix.org wrote:
I know that many people really hate it, but ...
what about using Collada as format ?
That could possibly have a few advantages...
* It IS a standard, even if everybody hates its
versatility. ok,ok, that's the
How about tetrahedron tessellation algorithm? IMO it will produce *exact*
result (no mathematical proof because I think it's trivially true ;) Correct me
if I'm wrong ) if the density of material is constant. If we only need to
calculate center of mass we can allow 'negative' tetrahedron in
Indeed, you can compute the exact volume of a closed triangle mesh by
summing signed volumes of tetrahedra. The tessellation doesn't even
need to be any good, you can just use one tetrahedron for each
triangle, constructed from the triangle vertices and one other fixed
point (typically the
On Sun, Jun 16, 2013 at 1:38 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
Indeed, you can compute the exact volume of a closed triangle mesh by
summing signed volumes of tetrahedra. The tessellation doesn't even
need to be any good, you can just use one tetrahedron for each
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