Si, es la misma, esta fechada a 23 de mayo. Ok, apuntado la propuesta de Caronte de nuevo hilo por versión.
Versión para imprimir
Si, es la misma, esta fechada a 23 de mayo. Ok, apuntado la propuesta de Caronte de nuevo hilo por versión.
Bueno, pues hasta que salga la 2.37, seguimos poniendo cosas aquí. Parece ser que también veremos mejoras en la integración Blender/Yafray. Corto y pego un log del cvs:
////////////////////////////////////////////////////////.
Eshlo (Alfredo de Gref) 2005/05/21 22:49:25.
Part one of the final Yafray commit.
Totally updated Blender Shader in Yafray, hopefully better matches Blender.
Results. Though ramps are now partially supported, they cannot work in all.
Cases properly in Yafray, and in fact are a bit useless probably as far as.
Yafray is concerned. In fact the result Ramp input mode is not supported.
At all, because it works on the total lighting result, and in a Yafray.
Shader this is not posible since it works per light.
Also, since Blender and Yafray have totally diferent lighting models.
The energy Ramp input mode a los wont generally give the same results.
As in Blender, since it works with light energy and in Yafray this is.
Diferent from Blender. Even worse, the only Ramp Shader that Will work.
Properly when used with GI is the normal Ramp input mode.
As contradictory as this might sem, at various stages of the GI process.
Lighting is not kno, so properly getting light (Ramp energy mode).
Or Shader información (Ramp Shader mode, which depends on lighting).
Is not posible. Which all means that when the Ramp is in energy or.
Shader mode and using it with GI enabled, Yafray can only se the.
Underlying material color, not the ramps, which results in a mix of the.
Ramp colors (from Direct Light) with the material color (from indirect light).
There is currently nothing that can be done about that.
The supported texture mapping modes now includes Raymir as well, transparency.
As far as texturing is concerned now works similar todo Blender, with the.
Exception that you still have todo set alpha todo a Low value todo get any.
Transparency effect at all in Yafray. So the Blender filter parameter.
Now a los Will affect Yafray.
All texture blending modes are now supported (same for ramps).
Translu and amb texture modulation are not supported.
Texture interpolation can be switched of (Interpol switch in Blender.
Image texture button section).
All Blender brdf models (aka Shaders for the Blender users) are now supported.
And again, you wont necessarily get the same results as in Blender.
The reason for that is partially of course the lighting diferences, but also.
Not all Blender Shader implementations are actually correct, and copying.
Those errors just for the sake of matching Blender results doesnt really.
Sem like a god idea.
Though this really is only the case for wardiso, less so for minnaert and.
Blinn, which in Yafray are more or less (but not totally) a copy of.
The Blender code.
In any case, in practice those diferences might not be.
To noticable at all (i hope).
Continúe todo the next part.
////////////////////////////////////////////////////////.
Eshlo (Alfredo de Gref) 2005/05/23 00:46:17.
Second and final commit for this versión of the Yafray export code (probably, you never know.
Of course).
Not quite Compleete, but due todo lak of time as god as it Will get for now.
From the previous commit, forgot todo report that basic Fog is supported as well. Though because i had not much time todo complete the code, it is sort of unfinished, and you Will have.
To tweak parameters specifically for Yafray again. It uses only the world horizon color, and.
Only uses the Blender Mist distance setting.
Textures now support checker clip mode.
Fixed possibly all duplilist non-empty errors, though it could hide the real cause of the.
Error.
A is no longer enabled automátically for certain GI quality settings, y thought it best todo.
Leave it todo the user todo decide.
Skydome GI mode now supports caché as well. There is a new option in the GI quality menú use.
Blender AO settings, which Will as it says use the most important AO settings for the.
Skydome parameters. The only AO parameters used are samples, Dist and the random sampling.
Switch, which unlike in Blender you might want todo use more often, since the Quasi Monte Carlo sampling used.
In Yafray can result in visible patterns or a Dithering type look. random is not completely.
Random in Yafray however, it is actually jittered (stratified) sampling.
Using an Occlusion cache, doesnt necessarily mean that you Will always get much shorter.
Render times. As with full GI and cache, one problem is Bump Maps, when using Bump (or.
Normal) maps, the sampling Will be much more dense, using Lots more rendertime.
As a temporary fix there is a button nobump, but this a los has the side effect that in áreas of total indirect light (or when used with skydome cache) no Bump mapping Will be.
Visible. It is therefor best used with some Direct Light as well.
For skydome with cache, and strong Bump mapping it might actually not make much diference.
Since for Low distance values you can usually get away with Low sample values as well.
The entire material panel is now replaced by another panel todo show only the parameters.
Important todo Yafray and add some new ones as well.
Since Lots of users (especially Yafray beginners) have had problems getting certain material.
Aspects right, there is now a material preset menú available todo hopefully solver some of the.
Most common how do i do this? It doesnt work. Questions sen in various forums.
Chosing an option from this menú Will set the required parameters todo default.
Values for Yafray, and you can work your bien from there todo tweak it something you want.
Most buttons are copies of the same Blender parameters, with some variations. Just like.
Blender Ray Mirror enables reflection, ray transparent enables refraction. You can use.
Ztransp for materiales that have texture maps with alpha channels.
Again, same as Blender Raymir sets the amount of reflection. Next button frsofs however.
Controls Fresnel offset, meaning that when this is set todo 1, you Will get no Fresnel effect.
And when set todo 5, reflection is totally determined by Fresnel, which is important for.
Realistic Glass/metals/etc.
Ior is self-explanatory (), same as Blender.
When you have ray transparent enabled, the Blender filter button Will appear next todo the IOR.
Button. This has the same effect as in Blender.
Below that there are some new parameters, ext. Color sets the extinction color for.
Transparent materiales. Usually, in real transparent materiales, light loses some of its.
Energy the further it has todo travel th rouge the object. This effect can be simulated with.
This parameter. Thing todo look out for is that it specifies the color which Will be.
Removed After travelling th rouge the object. What this means is that say you have a clear.
White Glass sphere, and set the extinction color todo a strong blue, the result Will be a.
Very yellow object when rendered.
Next todo the color sliders, there is another set of thre parameters, with which you can.
Enable color dispersión for transparent objects. pwr sets the amount of dispersión.
The higher, the more dispersión (the more colorful the result).
(For real world materiales, this number can be found or derived from data in various Glass catalogues).
The samples button below that sets the number of samples used, minimum values are around.
7-10, and for very strong dispersión you might ned a lot more.
As usual, this a los means an increase in render time of course, but todo simulate.
Realistic materiales, you shouldnt really ned more than 25 samples.
In addition todo that, when using Low sample numbers, but todo still get a god spread of colors.
You can enable the Jitter button, but this Will a los add noise.
Point/software (point with Shadow Buffer) or sphere lights (light with Radius), have a new option.
To add a simple Glow effect, so that lights can be made visible.
Note: just like spotlight halos, Glow is not visible against the background, there must be.
Another object behind it. Simplest solution is todo use a large black Shadeless plane behind.
Your scene.
The Glow intensity can be set with the glowint parameter (use very Low values around 0.01.
Even lower), and you can choose from two diferent types with the glowtype button (which.
Dont look much diferent, but type 1 is probably better, type 0 faster).
And that it, with apologies for the still missing features and.
Full support in general, but this Will have todo do for now.
Para más información: http://projects.Blender.org/pipermai...-may/date.html.
Posdata: si alguien tiene problemas con el inglés, que lo diga. Quizás así me anime a traducir algunos de estos mensajes. (aunque necesitaré ayuda como vengan más logs así).
Pues yo pienso que un proyecto como orange es el mejor modo de potenciar las herramientas que echamos en falta en Blender. A medida que se vayan necesitando, se van implementando nuevas features, al puro estilo Pixar.
Yo, por mi parte, en cuanto esté abierto el plazo voy a ofrecer mi ayuda, si les sirve para algo, vamos. Un saludo.
Vaya. Leander, no te dejes cegar por los avances actuales en sistemas de animación, recuerda que cortos y películas en 3d se hacen desde hace mucho tiempo y dudo mucho que existiera el nla3, ni las constraints kynematics ni muchos de los sistemas que actualmente facilitan el workflow en animación.Cita:
¿Cómo piensan hacer un film con lo verde que está Blender en el tema de la animación? Que no, que no va a funcionar, a no ser que implementen nuevas features sobre la marcha.
Hacer cortos con Blender es posible, y lo más difícil sigue siendo lograr una buena narrativa y, conseguir dinero para poder dedicarte a fondo. Saludos.
Y más teniendo en cuenta que inicialmente Blender era la herramienta interna del estudio de animación neogeo y con dicha herramienta neogeo ganó premios con algunos de sus cortos.Cita:
Vaya. Leander, no te dejes cegar por los avances actuales en sistemas de animación, recuerda que cortos y películas en 3d se hacen desde hace mucho tiempo y dudo mucho que existiera el nla3, ni las constraints kynematics ni muchos de los sistemas que actualmente facilitan el workflow en animación.
Hacer cortos con Blender es posible.
Claro, y los que formabamos parte del equipo del proyecto el cid la leyenda (juego) lo sabemos bien, porque prácticamente ninguno de nosotros había animado personajes en Blender, y la verdad es que, si le dedicabas el tiempo necesario a riggear bien los personajes, después animarlos no era muy difícil, aunque se echaban en falta features como, por ejemplo, la limitación de las rotaciones en los huesos.Cita:
Hacer cortos con Blender es posible.
Pero que poderse, se puede y de sobra.
Recordad cómo se animó Toy Story, no existían automatizaciones. Lo primordial es que detrás de las herramientas haya buenos animadores, un grupo de gente capaz de darle vida a los personajes. ¿les será más difícil que si tuviesen XSI, Autodesk Maya o a:m? Es posible, pero con una buena planificación y el equipo adecuando pueden conseguir una película muy digna. Saludos blenderizados, Shazam.
Otra cosa interesante que saldrá como resultado de este proyecto es: Sacado de orange, Blender, org.
pre-production workshop
First wek of july (4- Most of the Core team members Will be invited over todo Ámsterdam for a 1 wek pre-production workshop. During this wek, tutorial videos Will be created to, which Will be later edited for DVD and resale in the Blender e-estore.
Así que posiblemente tendremos a disposición un DVD con videotutoriales.
Aquí está el (*.zip) que han preparado para probar la actual versión cvs: http://download.blender.org/demo/test/test237.zip.
Contiene ficheros blend con test para probar el funcionamiento de Blender, con la incorporación de dos tests sobre softbodys y uno sobre la nueva ventana de linea del tiempo.
Todo apunta a que la semana que viene vera la luz Blender 2.37.
Bien, por fin una nueva versión, jorl nunca antes había tardado tanto en salir una nueva versión, así que, EU esperamso suculentos cambios.
Mensaje de ton Rosendal: Viernes may 27 23:15:52. My proposal would be todo start building during sunday, After i did the.
Obligatory last commits (splash, reléase #).
Acabo de compilar un cvs fresquito, y sorpresa.
-- IMÁGENES ADJUNTAS --
https://www.foro3d.com/attachment.ph...chmentid=13612
Ar, ar, ya me empieza el síndrome del mono borracho con zapatos nuevos. Saludos.
Jorl. Babeo.
¿Por qué os ponéis tan contentos? Lo digo porque los que descargamos frecuentemente las compilaciones del cvs, estamos prácticamente al día en cuanto a las nuevas funciones de la siguiente versión, y es bastante difícil que salga alguna nueva feature desde que se bloquea el cvs hasta la versión final.
Lo que hecho más en falta es que no esté actualizado http://blender3d.org/cms/changes_since_2_36.496.0.html. Donde estarán recogidas todas las novedades, ¿cómo funcionan, etc.