@kio : this is looking great, and so simple to use too ! I feel like with this + the volume smoothing/Lapalacian smooth add-on by Bartosz Styperek, all the surface smoothing needs one could have are pretty much covered now. Now I am wondering : Would there be a way to run an equivalent of Edge Flow, but on loop selection…
@yursiv : If anything, my advice would be to *not* report it as a bug but rather as an annoying behavior that needs to be resolved. Software engineers take the word "bug" very literally, which often ends up in big misunderstandings. (For instance : Photoshop changing the current layer after undoing a single stroke seems…
heres an idea, get a bunch of max / maya / whatever users who are interested in feature X .. say for instance max like smoothing groups to be implemented into blender and get them to all invest 50 dollars into it, 100 people = 5k. thats 5 grand to whoever wants to code it. now make a post on http://elsyiun.com and watch…
Windows 7 should work as I believe they added the custom thumbnail handlers in Windows VISTA. One thing you could try is run the disk cleanup utility and delete all the thumbnails. It might be that it cached the default blender thumbnail. Although registering a new thumbnail handler should in theory mean that it does a…
@Justo 1. Just close the face and then extrude? If the edges have different lengths then... you will have to use hacky ways of doing it. Wondering how it works in other softwares in this last case. 2. You can use the cursor for that, just snap it on a face then you will be able to scale it to the cursor, just make sure…
I found that the Unigine built-in bakers are also really, really solid if you know how to tweak them (probably the best bakers around that run on Linux) but they aren't exactly straightforward to acquire and they also bake fewer types of maps than Xnormal (just the bare minimum normals, AO, vertex color and object ID.) It…
It's an issue with Blender's FBX support. The FBX SDK that Autodesk provides, while free in cost, is incompatible with Blender's GPL license, so the Blender developers have to reimplement the spec from scratch. It generally works well enough if you're just delivering a mesh and some textures. You might run into some issues…
Having at least one frontal lamp like in Maya gives a nice Fresnel effect. The other lamps can give some more nuance. I wanted to change the light direction based on rotation (instead of mouse-dragging the sphere widget), so I wrote this: import bpy If you open a Text view in Blender, click New (to create a blank text…
Because the gap between the uv patches is too small. Neighbour pixels bleeds into the uv patch. That's the bleeding part that kio is talking about. Leave at least two pixel space that is not covered by an edge between the UV patches. And because every single face is mapped as a single UV patch. As much as necessary but as…
A few more runs of Moore's Law and we might be able to get 4-8 passes going in realtime. A transition away from, and all the problems of, a scanline rasterizer and towards a system with full-scene realtime reflections and raytrace lighting with better control. It doesn't appear to use any form of caching/reuse of fragments…