Found this can be done already (sort of),
Project negative then cull front or back.
There was a bug where rotating the object made culling fail, fixed r34986.
This works ok with a sphere/cube and sphere/plane so in real usage
there may be some other options needed.
If this isn't working well I'd
Currently i did some tests and it shows that the behavior of projection
and and nearest surface point is way different. Projection also makes
the vertices jumping. I tested it with svn rev34989 and appended an very
simple example. Just use the shapekey-slider (Key 1) of the red inner
object
If you reduce the offset to 0.0 then the problem is not visible. It
only happens with offset different from 0. Offset is ignored, until
original mesh, without offset, is reached.
Am 19.02.2011 14:24, schrieb Tobias Oelgarte:
Currently i did some tests and it shows that the behavior of
Hi all,
Blender is exporting normal maps with red and green channel inverted
relative to the geometry we actually export with our exporters
and I would very much like to fix this. This would make blender export
normal maps which are very similar to most tools out there and it would make
sense to
Tested it with cmake too. It links after a small fix, but
crashes immediately after starting. Seems mingw isn't supported.
Peter
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Am 19.02.2011 16:22, schrieb Morten Mikkelsen:
Hi all,
Blender is exporting normal maps with red and green channel inverted
relative to the geometry we actually export with our exporters
and I would very much like to fix this. This would make blender export
normal maps which are very similar
This does mean that old scenes render incorrect? Just to clarify. Or
will there be some compatibility switch?
Mario (lmg) suggests we'll throw in a commandline for how to do batch
convert in image magic.
The inversion we're talking about corresponds to ctrl+i in photoshop btw.
It's essentially
Hi :)
Sounds great! I am just at particles chapter for my book an was not sure
to include fluid particles at all, it is (was?) quite hard to get nice
simulations, they tend to explode to often with no (for me) obvious
reason.
That explode thing is long in the past, Jahka has improved a lo
On 19.2.2011, at 20.20, ra...@info.upr.edu.cu wrote:
Is on the way ;)
This comment really made my day =D Thanks.
-mats
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Currently we have some limiting constraints. All have hard limits. That
means there will be no interaction until the limit has been reached. But
as soon the limit is reached it will have full impact.
For organic models it results in not fluid motion. As this constraints
are in comparison to
Am 19.02.2011 19:20, schrieb ra...@info.upr.edu.cu:
Hi :)
Sounds great! I am just at particles chapter for my book an was not sure
to include fluid particles at all, it is (was?) quite hard to get nice
simulations, they tend to explode to often with no (for me) obvious
reason.
That
I wonder if instead of a commandline it would be possible to do this
conversion with Python. I'm not sure of the current status of bpy for
image handling, but it would be neat to have an addon for that.
my 2 cents,
Dalai
2011/2/19 Morten Mikkelsen mikkels...@gmail.com:
This does mean that old
Am 19.02.2011 23:08, schrieb Dalai Felinto:
I wonder if instead of a commandline it would be possible to do this
conversion with Python. I'm not sure of the current status of bpy for
image handling, but it would be neat to have an addon for that.
My idea was having a Button inside the Texture
Here is a rig I did that has full body muscle simulation (or sort of) made with
shrinkwrap. It's blender 2.49. I had to use nearest surface point in most
cases, combined with a subsurf modifier in each muscle object.
The feature Campbell agreed to do would be cool, but in my opinion, if we are
I Forgot to copy the link to the rig :p
http://www.zshare.net/download/60908072098fa1ae/
http://www.jpbouza.com.ar/ESP2/descargas/blenrig-3/
From: jpbo...@hotmail.com
To: bf-committers@blender.org
Date: Sat, 19 Feb 2011 22:04:54 -0300
Subject: Re: [Bf-committers] Inverse Shrinkwrap? (only
Whats supported isn't set in stone, its more a case of which
configurations are tested known to work.
this works for me.
- windows xp
- mingw-gcc4.5.2, (from mingw's main site)
- cmake 2.8 (build type set to Release or RelWithDebInfo)
- blender (tested r34959)
A crash on startup may be a real
Any final word on whether this will be reverted or not?
If the commit is here to stay I think for BGE we will need some changes.
--
Dalai
# -- Re: New Render Pipeline Panel #
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