Search found 126 matches

Search found 126 matches
by v_mulligan
Thu Aug 07, 2008 7:12 am
Forum: Materials
Topic: how to make a laser?
Replies: 74
Views: 18325

Nice, how do you do the parable? There are some in the New Testament, though I'm not a particularly big fan myself :P . A parabola is the curve defined by a quadratic equation, the simplest being y=x^2 and the general form being y=a*x^2 + b*x + c. A paraboloid is the surface formed by rotating a pa...
by v_mulligan
Wed Aug 06, 2008 2:10 pm
Forum: Blender
Topic: What Is Wrong???
Replies: 14
Views: 2994

My guess is that you've got the camera focal plane set wrong, so you're focussing on a point that's either much too close to the camera or far behind your model. I did that once :P .
by v_mulligan
Wed Aug 06, 2008 10:35 am
Forum: Indigo General Stuff
Topic: black stroke around sun?
Replies: 18
Views: 2408

Ah, I didn't know about those. Good to know.

OnoSendai is right -- they'd be totally different filters, though they might be useful in their own right. You wouldn't get the same sharpness enhancement without the negative lobe, I'd be inclined to think.
by v_mulligan
Wed Aug 06, 2008 10:34 am
Forum: Materials
Topic: how to make a laser?
Replies: 74
Views: 18325

By the way -- if you try this, be sure to post it, eh? I'm curious to see how well it works :) .
by v_mulligan
Wed Aug 06, 2008 10:12 am
Forum: Indigo General Stuff
Topic: black stroke around sun?
Replies: 18
Views: 2408

That means the function used is y(x) = {Mitchell} for 0 <= x <= cutoff, {0} for x > cutoff. That is, the Mitchell function oscillates from positive to negative, then levels off at zero rather than continuing to oscillate. That does NOT mean that y(x) is clamped to a minimum value of 0.
by v_mulligan
Wed Aug 06, 2008 6:56 am
Forum: Indigo General Stuff
Topic: black stroke around sun?
Replies: 18
Views: 2408

Aperture diffraction will cover up or wash out the ring, but it might not eliminate it. Using a splat filter without a negative lobe is your best bet. This is NOT an Indigo bug; it's a limitation of certain types of filters. It's important to use the right tool for the job :) . Incidentally, mental ...
by v_mulligan
Wed Aug 06, 2008 6:49 am
Forum: Materials
Topic: how to make a laser?
Replies: 74
Views: 18325

Another way to do it would be to put a very tiny, very bright hemisphere-shaped emitter at the focus of a parabolic mirror. The beam that comes off the mirror will have all of its rays parallel. You'll either have to put in an object for the beam to strike, or you'll need to use atmospherics if you ...
by v_mulligan
Wed Aug 06, 2008 2:48 am
Forum: Bugs and Requests
Topic: Displacement problem
Replies: 59
Views: 6515

Wow -- I can almost read the displaced text. That's working quite a bit better than I thought it could.
by v_mulligan
Tue Aug 05, 2008 12:26 pm
Forum: Off Topic
Topic: 2D Artists, show off thread.
Replies: 19
Views: 3413

I'd imagine the YouTube folks need more bandwidth. But yes, DeviantART must also have quite a bit -- as well as quite a bit of storage space (though that's getting cheaper and cheaper these days). For anyone who's interested, I've also got a website . You can also see some of my past work for CGSoci...
by v_mulligan
Tue Aug 05, 2008 12:11 pm
Forum: Bugs and Requests
Topic: [BUG] Alpha Channel Rendering broken on 1.1.7
Replies: 1
Views: 887

What happens if you add the alpha option to the exported file manually (i.e. by editing the IGS file in a text editor)?
by v_mulligan
Tue Aug 05, 2008 12:04 pm
Forum: Bugs and Requests
Topic: Displacement problem
Replies: 59
Views: 6515

If you like, I could whip up a test object with several UV seams.
by v_mulligan
Tue Aug 05, 2008 12:02 pm
Forum: Bugs and Requests
Topic: Displacement problem
Replies: 59
Views: 6515

The subdivision errors along UV seams are due to interpolation of uv coordinates not taking into account a wrapping of texture coordinates from 0 to 1, which may or may not be desired. So I think I'll add a couple of flags to the mesh element, wrap_u and wrap_v. If, for example, wrap_u is enabled, ...
by v_mulligan
Mon Aug 04, 2008 2:33 pm
Forum: Bugs and Requests
Topic: Displacement problem
Replies: 59
Views: 6515

Say -- you raise an interesting point. This problem might be different with external meshes than with internal. I'm using meshes defined in the IGS file, and am editing the file manually to add bump and displacement... Maybe I should try an external mesh... I have both Maya and Softimage (yes, both ...
by v_mulligan
Mon Aug 04, 2008 2:30 pm
Forum: Bugs and Requests
Topic: Displacement problem
Replies: 59
Views: 6515

Hey, the explanation is clear, sounds like UVs are not subdivided in turn :) Could that be ? I noticed that with external meshes, we get hard shading edges at uv borders, other than that normal data is discarded (but hell got to add that merge... thing quick to MtI, I keep forgetting adding it manu...
by v_mulligan
Mon Aug 04, 2008 2:11 pm
Forum: Bugs and Requests
Topic: bump map + normal_smoothing?
Replies: 29
Views: 4873

Here's a bump-mapped cylinder with normal smoothing ON and subdivision OFF. Note that although all triangles are facing the light source, there is a sharp change in surface shading from one facet to the next. The bump map seems to be using the geometric normals rather than the smoothed normals.
Search found 126 matches