where should i apply a simple blur filter? with photoshop seperatly?
or with prefab? how can i do this?

On 10 Sep., 13:16, Fabrice3D <[email protected]> wrote:
> no. but you can do this using simple blurfilter and apply to your map.
> may be i'll add more edit map features in future...
>
> only point light is supported atm.
>
> Fabrice
>
> On Sep 10, 2010, at 11:39 AM, le_unam wrote:
>
> > 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

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