Things get blacker as you leave earth's atmosphere and head into space :)
On 3/2/11, Knapp magick.c...@gmail.com wrote:
On Tue, Mar 1, 2011 at 12:34 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
right.. we could come up with a million analogies for one or the other
side.
Only if you don't accidentally head in direction of the sun ;-)
Am 02.03.2011 09:09, schrieb Luke Frisken:
Things get blacker as you leave earth's atmosphere and head into space :)
On 3/2/11, Knappmagick.c...@gmail.com wrote:
On Tue, Mar 1, 2011 at 12:34 AM, Daniel Salazar - 3Developer.com
Hi,
The way it works now in Blender is just ancient convoluted history.
My idea would be to postpone such changes and do this together with a
decent redesign makeover of the internal shader/light/texture system.
It's also about focus... let's try to get blender out of beta for 2.5
targets
The way it works now in Blender is just ancient convoluted history.
My understanding is that with oldbump (2.49) it never really worked?
Meaning it would flip the effect from in to out and vice versa as you
bank/rotate the surface relative to the camera right?
In which case a consistent choice
On Tue, Mar 1, 2011 at 12:34 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
right.. we could come up with a million analogies for one or the other
side. Anyway I've done some investigation and the other mainstream
software I checked all use white for height an black for down. We
Can't think of any that don't contain the word Blender :)
On Tue, Mar 1, 2011 at 11:24 PM, Knapp magick.c...@gmail.com wrote:
On Tue, Mar 1, 2011 at 12:34 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
right.. we could come up with a million analogies for one or the other
Just want to make sure everybody realizes I already attached my proposal for
a patch in my previous e-mail to this
discussion. There's also a comment I put in on why etc. Please check it out.
Morten.
On Mon, Feb 28, 2011 at 3:34 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
Sorry but could not resist.
Black is yin, white is yang.
wiki
'It is impossible to talk about yin or yang without some reference to the
opposite, since yin and yang are bound together as parts of a mutual whole
(i.e. you cannot have the back of a hand without the front). A way to
illustrate this
I vote for a yin and yang brush, activated by ctrl-clicking. :) No time for
a patch yet I'm afraid
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I don't think it's irrelevant, it's more logic. IMHO black should be a
pit and white a hill. Black is absence, and white is presence.
On 25 February 2011 23:03, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
Kinda irrelevant imo since its so easy to invert, maybe if someone can
Same thought on my side. White is a high value. Why making a peak am
hole? Don't know any software that uses black for the tips of anything.
Gimp uses white as peaks for bump mapping and any other known graphic
software too. Even SVG-(Filters) define white as a high spot. At least
it is the
I asked around and apparently white is usually the peak and black the
hole in other software.. so from an integration perspective you are
right
Daniel Salazar
www.3developer.com
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On Thu, Feb 24, 2011 at 10:03 PM, Morten Mikkelsen mikkels...@gmail.com
wrote:
So as you guys most likely know white means down and black means up when
bump mapping in Blender
which is kinda counter intuitive.
[SNIP]
Is there a 'standard' - ie does every other 3d animation package use
I certainly think that it would be preferable to have this changed,
especially when the displace modifier works the opposite way.
I noticed this when porting the old tile texture to 2.5
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