is it possible to create the blur without any lights? cause the
renderer only does anything when lights fall onto my textures, but the
lights always look very strange ... do you have a tipp for a default
normal light ... like the sun?
directional light isnt in prefab right?
On 10 Sep., 10:20, le_unam <[email protected]> wrote:
> thank you ... you were nearly right ... i didnt recognize the max
> width and height, but that wasnt really my problem ... coincidentally
> my texture baking in c4d had the same max and min width for default as
> your prefab ... so my exports had this 512 max`s. now i try to export
> them larger and maybe it will look better = )
>
> thank you!!
>
> On 10 Sep., 10:02, Fabrice3D <[email protected]> wrote:
>
> > > when i see your demos everything looks so nice and i dont see those
> > > "errors" :-/
>
> > There's no hidden Fabrice only "make things nice btn", I promess :))
>
> > Aside possible aliasing (anti being on my todo) I think you missed the
> > point of the max size settings of the rendering.(next to render btn).
> > You probably render at lower sizes, select one mesh in renderlist, and look
> > the sizes displayed above the original and your rendered information.
> > These lines are rounding errors that occur when huge diffs are found
> > between source and destination map.
> > When antialiasing will be implemented, these lines will never occur again.
>
> > note that if you render in raytracing, and have (via prefs) set render own
> > shadows to true, that indeed, you may get artefacts. this feature requires
> > a specific mapping
> > and some experience.
>
> > Fabrice
>
> > On Sep 10, 2010, at 8:16 AM, le_unam wrote:
>
> > > Hey Fabrizio ^^
>
> > > ehm i still have some quality problems. everything in my scene looks
> > > to much unreal and very low-qualitied. how can i change this. also i
> > > got some pixelerrors at the edges of the cubes which are close to each
> > > other. so when i have to cubes which are directly close to another so
> > > that it builds only one bigger cube i got some small black lines
> > > rendered where the cubes get together. is this normal? ^^ shouldnt be.
> > > when i see your demos everything looks so nice and i dont see those
> > > "errors" :-/
>
> > > On 9 Sep., 08:49, le_unam <[email protected]> wrote:
> > >> ah okay forget the blur ... i got it, thanks
>
> > >> On 8 Sep., 16:57, Fabrice3D <[email protected]> wrote:
>
> > >>> if you look at video, you will see there is a preview camera... if you
> > >>> enter, like in video the size of the camera bound box,
> > >>> you should see very quickly if your scale matches your model or not.
> > >>> In this case, close the panel, rescale model (left btn on scene), and
> > >>> repeat bsp export.
>
> > >>> For the few bsp's world I've builded, It was handy to have size ranges
> > >>> of 60 to 90k. Considering your test model, you should at least blow it
> > >>> up by 10 or more.
>
> > >>>> Another question for me is how to smooth the textures? is there a
> > >>>> chance? in prefab?
>
> > >>> antialiasing is on my todo, for now, passing a blur value of 2 or more
> > >>> is the only option available.
>
> > >>> Fabrice
>
> > >>> On Sep 8, 2010, at 4:24 PM, le_unam wrote:
>
> > >>>> Hey Fabrice can you please tell me how to handle correct the boundsmin
> > >>>> and boundsmax for simulation of a normal person? all my tries result
> > >>>> it looking through the walls when standing too close. How can i make
> > >>>> it right?
> > >>>> Another question for me is how to smooth the textures? is there a
> > >>>> chance? in prefab?
>
> > >>>> thank you
>
> > >>>> On 6 Sep., 11:11, Fabrice3D <[email protected]> wrote:
> > >>>>> Hey le_unam,
> > >>>>> Works on my machine
> > >>>>> but it takes time during to export, I've noticed that for some
> > >>>>> strange reason the pngs
> > >>>>> generated are 8.2 MB's on my machine.
>
> > >>>>> Hope its not some new issue with the latest 2.03 runtime and the png
> > >>>>> class...
>
> > >>>>> Fabrice
>
> > >>>>> On Sep 6, 2010, at 9:46 AM, le_unam wrote:
>
> > >>>>>> hey maybe you can try it with my obj ... i zipped it for you ...
> > >>>>>>http://eyearmedia.de/fliesen_tapete_treppenhaus.zip
>
> > >>>>>> would be nice thanks ;-)
>
> > >>>>>> On 6 Sep., 09:34, Fabrice3D <[email protected]> wrote:
> > >>>>>>> just made some tests bsp exports from simple cube, with as3 or
> > >>>>>>> without, all seems ok to me.
>
> > >>>>>>> Fabrice
>
> > >>>>>>> On Sep 6, 2010, at 8:16 AM, le_unam wrote:
>
> > >>>>>>>> hmmm?
>
> > >>>>>>>> On 3 Sep., 15:21, le_unam <[email protected]> wrote:
> > >>>>>>>>> hey, ehm now i created my building with all the rules for bsp
> > >>>>>>>>> generator and when i import my modell and create the bsp no
> > >>>>>>>>> warnings
> > >>>>>>>>> or error messages appear, but now it just creates the awd file ...
> > >>>>>>>>> without the images folder and as file, but i have activated export
> > >>>>>>>>> project files ... and until the last tests it worked ... does
> > >>>>>>>>> anybody
> > >>>>>>>>> know something about this?
>
> > >>>>>>>>> On 30 Aug., 11:00, Fabrice3D <[email protected]> wrote:
>
> > >>>>>>>>>> that you use tiling or not, you'll have to anyway.
> > >>>>>>>>>> If you want reuse same texture and tile it, you simply have to
> > >>>>>>>>>> edit the awd file where each "unique" texture path would be
> > >>>>>>>>>> replaced by your single map.
> > >>>>>>>>>> then, as said in previous message, access the CentralLbrary to
> > >>>>>>>>>> set the tiling per material.
>
> > >>>>>>>>>> This is probably a tedious task. If theBSPfeature becomes more
> > >>>>>>>>>> popular (as it seams) then it will be worth the work to add more
> > >>>>>>>>>> features to ease/automate the processes.
> > >>>>>>>>>> For now, I'm sorry but thats all we have in the shop :)
>
> > >>>>>>>>>> Fabrice
>
> > >>>>>>>>>> On Aug 30, 2010, at 10:16 AM,le_unamwrote:
>
> > >>>>>>>>>>> thanks fabrice ... ehm so you think i should create one texture
> > >>>>>>>>>>> for
> > >>>>>>>>>>> each wall of my building? with adjusted pixel-sizes?
>
> > >>>>>>>>>>> On 30 Aug., 09:54, Fabrice3D <[email protected]> wrote:
> > >>>>>>>>>>>> not yet right out of the box, but indeed that could be a nice
> > >>>>>>>>>>>> addon.
>
> > >>>>>>>>>>>> Fabrice
>
> > >>>>>>>>>>>> On Aug 30, 2010, at 9:41 AM, bebensiganteng wrote:
>
> > >>>>>>>>>>>>> Hi,
>
> > >>>>>>>>>>>>> that's great! thanks for that. i wonder whether if its
> > >>>>>>>>>>>>> possible to
> > >>>>>>>>>>>>> detect the texture's load progress
>
> > >>>>>>>>>>>>> On Aug 26, 4:58 pm, John Wilson
> > >>>>>>>>>>>>> <[email protected]>
> > >>>>>>>>>>>>> wrote:
> > >>>>>>>>>>>>>> Hi,
>
> > >>>>>>>>>>>>>> I have posted some hints and tips for creating aBSPTree that
> > >>>>>>>>>>>>>> may
> > >>>>>>>>>>>>>> help people with some of the issues that confused me.
>
> > >>>>>>>>>>>>>> To access the material, go to:
>
> > >>>>>>>>>>>>>>http://john-wilson.110mb.com/index.html
>
> > >>>>>>>>>>>>>> Select the "In the City" demo at the top left. Hope it
> > >>>>>>>>>>>>>> helps.
>
> > >>>>>>>>>>>>>> John Wilson