Hi,
After seeing the new sunbeams node I just notice that it would be VERY
handy to have a node in the compositor to display a handler that you can
move around the screen and provide coordinates to be plugged into other
nodes. Right now the only alternative is click on the values and drag, drag
an
I think a radial dial wont be as good as having a handler node or similar,
this way you can have a node adjusting many other elements into other
nodes. For example you can create a node handler that has an absolute
position and many other nodes are reading this position to add their
effects.
After
Hi,
Where can I request to add new presets for the movie clip editor? I would
like the developers to add the Blackmagic Pocket Cinema Camera, we already
have on Blackmagic camera there but it would be interesting to have the
pocket version as well. If you are interested to add this new preset the
Hi Daniel, are you talking about Sebastian König? Do he has rights to
commit this?
Thanks.
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The sensor size is 12.48mm x 7.02mm.
I can only see the width size on the templates for cameras in Blender, why
is not displaying the height as well? Is that correct?
The width for template of the other Blackmagic camera is 15.81mm but
doesn't show any height. In any camera shows the height only
Hi Ejner,
I agree, we should have the width and the height as well, it's kind of
confusing just having one but not the other one. The 4K version would be a
good addition as well.
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Hi,
Why not include Oculus Rift support? Unreal has it, Unity has it and many
others as well. This guy is showing how to make Blender compatible with
Oculus Rift:
http://lubosz.wordpress.com/2013/06/26/oculus-rift-support-in-blender-game-engine/
Would be interesting if the Blender Foundation cou
Hi Mitchell,
Have a look to this:
https://github.com/lubosz/python-rift/blob/master/LICENSE
This would work for the BGE? if so do you think you could start reviewing
this and provide official support for Blender?
Appreciate your response. Thanks.
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Hi,
Any idea when the tracking system in Blender is going to provide a zoom
lenses solver? I think the motion tracker is quite decent right now but not
being able to solve shots with zoom it really limits a lot in many
productions.
Any feedback about this topic is welcome.
Thanks.
__
They shouldn't have cycles being the default unless they provide at least
shadows control as BI has (you can tint shadows and control the intensity
much better than in cycles) as well as light groups and 'This layer only'
options. I do all kind of tricks with these settings that are much more
compl
Hi Hermann,
It is great that you are working on solving some of these problems.
My main concern is the zoom shots, sometimes you have a shot that
starts with a 30mm lens and ends up with a 50mm.
Right now the only way is to track the entire shot as if it was a
30mm, or you can track it twice one f
Hi Daniel, of course I know you can change that on the menu, what I'm
saying is that BI is a feature complete render engine (maybe not the best
quality ever but it's complete), Cycles is not complete, one more example:
The render passes in cycles are most of the time unusable, try to get an
object
Thanks for the replies, I just wanted to show some of the features that I
think Cycles would need to be as flexible as BI. If we have a fix for the
passes and the ability to play in a non-physical correct way with some of
the settings then it would be great!
As I said it's great that you can cheat
I agree with the kickstarter formula, that would make the users have what
they want and a new way to bring incomes to Blender.
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Hi Ton,
Just a quick note about the goals for 2.75, one of the points says
'OpenSubdiv (We wait for Pixar to release 3.0)'. This is actually released
on this as far as I know:
http://graphics.pixar.com/opensubdiv/docs/release_notes.html
and:
https://github.com/PixarAnimationStudios/OpenSubdiv
_
Totally agree, this feature should be officially supported, at least we
should be able to have the option of using it or not, some artists they
manage their assets by colors in other packages and it's a nice workflow to
do it that way sometimes.
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I don't see so much problems on that. If we have that feature we can
manually customize our colors for the rest of the UI. Actually we cannot do
single custom colors for meshes but if we could that would be a good option
for artists, then we can change some UI colors if they get confusing or
someth
Hi, I have a question/request: based on this video:
http://www.youtube.com/watch?v=NeQ7Yocir0U&feature=player_detailpage#t=90s
Looks like the old 2.48 versions had the ability to create sub-groups when
you're linking objects, that's very sweet and keep everything more
organized but I've been tryi
I cannot reproduce that workflow not even in 2.49b, should I use a much
older version? Is there anyway to port this feature into the new 2.6x
series? In production would be more than welcome to have such a feature,
specially if we had it before but not now.
_
Hi, looks like Octane Render just published all the source code and the
necessary stuff for the Blender Foundation to be able to integrate this
directly into the trunk. Are you aware about that? If so... why not doing
it? This is a good chance to show that Blender is also able to deal with
commerci
Hi Ton, sounds great, thanks for reply. It would be great if Blender can
show to the industry that it can support commercial software and building
bridges to bring more professionals into Blender. Octane seems to be a good
starting point to show this to other companies. It's also a great news that
The add-on "Chain" has errors so cannot be used. Please check this out.
Thanks.
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*Bastien, are you sure is *r4771? that release number seems to be
totally wrong, we are at
60382 right now. I thought it would have more attention in reporting
this in here now that we're close to the release instead of getting
lost in several bug reports in the bug tracker.
__
Crs Mrn, I think you're talking without knowing... check these numbers:
Default resolution of the viewport in Maya: 1407 x 725
Default resolution of the viewport in Blender: 1490 x 850
This is 5.89907604832977% wider and 17.24137931034483% higher in Blender
than in Maya and
83x125 more pixels. C
game
engine. If you need some help with the UI design feel free to contact me.
I've been using Blender and other 3d/2D softwares for many many years so I
might be able to help you a bit in case you need. Here's my latest demoreel:
http://www.blendernation.com
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