Thanks for the angle limit expl. Next: I cannot get animated UV texture to work. plz see the wiki for how I think it should work, but it doesnt. it stays stuck on the first frame. Help!
- The tiles and anim options are for the game engine only. There's some documentation on it here:
sorry to disturb you, but is it possible that you have written the SSS code?
Thanks a lot for that, it works really nice. I'm trying to improve the documentation and I have a few question regarding the SSS settings, so I hope that you can help me:
I will try and write down what I've understood about SSS, and I would be pleased if you would correct me:
- In the first render pass the lightmaps are calculated.
- In the second render pass the SSS is used instead of the diffuse shader (or you can say as the diffuse shader). The lamps are ignored, instead the lighting is calculated based on the lightmap.
- The lighting of a surface point is calculated as a weighted average (actually a distribution function) of it's neighbour points. Very heigh radius values leads to a uniform light distribution over the surface of the object.
- If one color has a higher radius than the others, it is more evenly distributed. This means that if you only have one light source darker parts of the objects will show this color, and the bright part appears in the complementary color.
- There is a small forward scattering term (anisotrop), but most of the light is scattered isotrop.
I hope that this is correct so far. I have difficultys by understanding what the SSS color is for. If you see the lightmap as a very strange sort of lamp, the SSS color is the color of that lamp. But it also affects the scattering radius? I hope you can shed some light on this.
With kind regards --Soylentgreen 06:43, 11 June 2007 (CEST)
Thank you for the clarification
on SSS. I think it's easy to use but pretty difficult to explain....
With kind regards --Soylentgreen 06:49, 13 June 2007 (CEST)
Changed SSS page
I've tried and edited the page on subsurface scattering. Could you please take a look at it?
With kind regards --Soylentgreen 17:21, 17 June 2007 (CEST)
Custom Data Types
Hi Brecht, I was looking at the RNA task list for 2.5, and I saw that you worked on custom data types. I was wondering if that means the user could write custom Python classes as properties of objects, or as their own objects.
Thanks, Why jk?
Named texture node output
I'm not sure if I'm contacting the correct guy here (if not I'd be glad to know who I can contact about this :D ) Anyway, aside from Ton you seem to be the only one committing stuff to the texture/materials code in 2.5 right now, so I guess one of you should now ;)
I have a small question concerning the usage of named outputs from texture node in a material. Right now I can only find (and use) the output name in the "Texture" node of a material node tree. I wanted to use one named output of a texture node tree as e.g. a bump map and another one for specularity, but I could not find a solution yet. It this possible (or planned?).
What I initially expected to happen: The "Type" of the texture in the buttons area would change to say "Node" and lets me select one of the output name of the texture node tree.
Many thanks --Pontiac 18:23, 23 July 2009 (UTC)
Hi Brecht, im pritty new at this RNA stuff.
Im interested in adding new properties/variables to blender.
I was wondering if you or someone could write about adding new RNA properties.
If you could just write the process down in detail, this would help alot.
Ive read most wiki entries, but they seem a bit blurred.
In what order do i add each part of code?
Whats generated and whats not?
Is the python UI code generated?
Do i need to add anything to DNA?
If not, do i need to worrie about DNA?
I think writing RNA is like writing the python api interpreter, is that right?
^ As you can see, im confused.
I found the "draw_wire" property for python was declared/defined in rna_object.c
makesrna.c <- rna_object.c <- "draw_wire"
But to add the property, i need to setup the rest.. *overwhelmation*
Ive tried going through the code, but its hard to grasp everthing involved.
Koilz 09 July 2010