Am 12.11.2011 15:42, schrieb Brecht Van Lommel:
Hi,
CMake/Scons: automatically use ffmpeg, boost and openimageio from the svn
lib/
directory if available, which should make building with ffmpeg and cycles
easier.
How is the search order? I think here (Ubuntu 64bit) it still used the
Hi.
I located following terms in Blender and Blender documentation:
UV-Texture
UV-Map
UV Layer
UV Texture Layer
And it looks a bit like the terms sometimes get mixed up.
I scrolled over different areas in the Blender-GUI and i found:
in Image editor:
- Export UV Layout
In Object properties
+1 I so agree with this, UV Layers / UV Coords and specially UV Maps are
good names, UV textures are NOT. an UV is NOT a texture, it's just a
mapping coordinate. Personally I'd like if it was called UV Map all over,
since it's correct, short and also a more standard name
cheers
Daniel Salazar
Hi,
here is the summary of today's meeting:
1) Blender 2.61
-All four projects have been merged to trunk:
--Camera Tracking
--Cycles render engine
--Dynamic paint
--Ocean Simulation
Congratulations to everyone involved! :)
-We are now in BCon3, focus is now on stabilization and polishing of
Hi.
I am sorry if I subscribe into a wrong place, I am new and I've not
actually planned to change or to debug the blender sources yet.
But I trying to write app that'll be render models with normal mapping
exported from blender, and I have a question about how exactly is blender
calculates a
Hi, I just committed a patch to svn, fixing [#29151] rotate node wrong
input (mixing up radians and degrees).
Angles in nodes have just been moved to consistent Radians values (ANGLE
subtype of RNA Float property). You will still see them as degrees in
the GUI, though, unless you chose
There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space
On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com wrote:
Hi.
I am sorry if I subscribe into a wrong place, I am new and I've not
actually planned to change or to debug the blender sources yet.
But I trying to
Wow!! Thanks a lot, for pointing me to the google ;)
But I afraid that maybe I've not correctly describe my problem. If so,
sorry for that, because my english is still kinda weak.
My problem not in generating a normal maps (a textures) in blender. Not at
all.
My problem is that I cannot fully
Eugene,
the link Morten pointed you
tohttp://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Mapsexplains
that
the tangent space you created your normal maps in (in blender)
is generated by the implementation in
Oh, my bad :) I've seen that page but I'd thought this page is explains
different baking modes in blender's render.
Morten Mikkelsen - thank you for your great implementation! I'will learn it!
M.G. Kishalmi - thanks for explanation )
On Mon, Nov 14, 2011 at 1:55 AM, M.G. Kishalmi
Would it be worthwhile to work out a patch and offer that to the
Blender developers ? Would that increase the chance to get this
changed to a better and more consistent state ?
A gui where we only have
UV Map (for the map)
UV Texture (for the image)
Is there a standard procedure which has to
The layer is called UV Texture Layer because it contains both UV
coordinates and an image texture for each face (and some other texture
face properties before the changes in 2.60). Modifiers and other
places that use these usually have properties called UV Layer, because
they only use the UV
Sounds like a good time to unify naming, I again propose UV Map
Daniel Salazar
3Developer.com
On Sun, Nov 13, 2011 at 9:07 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
The layer is called UV Texture Layer because it contains both UV
coordinates and an image texture for each face
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