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What's on your mind?; Your daily crap.
Topic Started: Jul 29 2010, 05:18 AM (64,047 Views)
skarik
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kitten eating scum
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Post whatever is on your mind at the moment. It doesn't matter what, just post it!
Blog|EHS
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luenardi
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Cofee Machines Rock
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roflcopterz
Sep 4 2012, 05:25 PM
luenardi
Sep 4 2012, 12:38 PM
Wow, I love the soundtrack. It reminds me of the first Unreal game (and Unreal Tournament '99 a bit). Did you make it yourself?
I like to mix and fuse music.
The synth is a cheapie.
Yes i do mix my own shit.

But i do some times lend idea's or samples.
Posted Image

For your perception no.
But my universe has no such limits.


www.recall.co.nr
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roflcopterz
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Forever Lisp'n
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zelda4evr
Sep 3 2012, 12:24 AM
women always treat me like shit, they always announce to the world how they only want a nice guy. I show them I can be nice and they accept it and lead me on until an asshole comes into her life and she blows me off for him. Never fails, I mean I could easily go headbutt the douche bag they blow me off for and get away with it. But I'm not an asshole, what goes through their minds I will never know. I hate being lead on, it's like why would you take the time out of your day to make me feel special until the end of the week where you make me feel worthless by ignoring me and blowing me off while your "friend" is over.


edit: in two months this video has 91 million views:
I feel your pain brother
Edited by roflcopterz, Sep 4 2012, 07:32 PM.
The three virtues of a programmer:
- Laziness
- Impatience
- Hubris

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Dr. Best
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Gandalf20000
Sep 3 2012, 11:40 PM
Good grief, no.
Here's some shiny 64x supersampling to go with my lighting and funky rainbow normals.
Posted Image

Somehow the PNG compression is creating banding. Whoever said PNGs are lossless is full of it.

EDIT: Realtime ray-tracing is highly impractical at this point, which is why very few people do it. The ease of calculating effects such as lighting and reflections is countered by the massive slowdown required by calculating ray intersections (and finding the nearest intersection) for each pixel on the screen. Bring supersampling into that, and the number of intersection tests multiplies with the number of samples. With 64x AA, this 200x200 image performed 2,560,000 tests (or 2 560 000 for non-Americans, I suppose). And don't forget that this is all running on the CPU, since I have no clue how to the GPU without a rendering API running on top of it. Realtime ray-tracing? Good luck.
You might want to have a look at this realtime pathtracer. It is the most impressive one I have seen so far. On my laptop it runs in realtime with an awful lot of noise.

Raytracing is a lot more expensive than rasterization, but the good thing about pathtracers is that they essentially solve all global illumination problems at once. Doing this with rasterization based algorithms is only possible in a heuristic manner and quite expensive as well. I am pretty certain that the day will come where pathtracers find their way into practical realtime graphics, but it is going to take a while. Probably 10 years or something like that.
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zelda4evr
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I can't believe I'm on the same planet as some of these people
Spoiler: click to toggle

on a side note:
Posted Image
It's actually pretty crazy to think something we are so familiar with, yet not at the same time. I say the alphabet in my head probably a few times a day, sometimes for no reason. Others because I really can't identify alphabetical order without the whole alphabet there, the letter by itself isn't enough.

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luenardi
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zelda4evr
Sep 6 2012, 01:24 PM
I can't believe I'm on the same planet as some of these people
Spoiler: click to toggle

Omg the fail.
Now you know why I CBF about this planets inhabitants.

I would mess with e'm and say
"nope that's a optical illusion"
"Only the 3rd rock from the sun has one"

I'm using raytracing to ID objects only. "quite fast"
Then off to the raster to draw shit.
Edited by luenardi, Sep 7 2012, 12:57 PM.
Posted Image

For your perception no.
But my universe has no such limits.


www.recall.co.nr
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zelda4evr
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edit:
another fail:
Posted Image

blender foundation seems to be slightly behind schedule
Attached to this post:
Attachments: timeline.png (32.58 KB)

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zelda4evr
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bump for rocky

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Dr. Best
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zelda4evr
Sep 9 2012, 02:05 AM
another fail:
Posted Image

blender foundation seems to be slightly behind schedule
Yeah, they are struggling with lots of bug reports and want to get most of them solved before the next release. There may be a release by the end of September, but the date has already been delayed several times.
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zelda4evr
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do you think there will ever be fbx import?

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Dr. Best
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I have not seen it on the developer meeting notes recently, so if it is not there already it won't be in Blender 2.64 either.
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zelda4evr
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ya blender only exports fbx, it actually can't import a lot of things, only export. And even when you select a certain script to use in the preferences, it never shows up in the import or export dialogue

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Dr. Best
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zelda4evr
Sep 10 2012, 11:18 PM
And even when you select a certain script to use in the preferences, it never shows up in the import or export dialogue
Read the documentation of these scripts to find out where they show up. Often it is more convenient to have the controls for the import or export module somewhere else. E.g. the U3D exporter shows up in the scene buttons.
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zelda4evr
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this is true, sometimes you have to find it by pressing space and typing import/export, fbx import would really be handy but only in team situations for me because I don't use 3dsmax. But fbx export is necessary in a lot of cases for me.

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Dr. Best
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zelda4evr
Sep 10 2012, 11:46 PM
this is true, sometimes you have to find it by pressing space and typing import/export, fbx import would really be handy but only in team situations for me because I don't use 3dsmax. But fbx export is necessary in a lot of cases for me.
Isn't Blender's fbx export fairly sophisticated? It might be that it got incompatible during some recent update, but I remember reading positive stuff about it. I think the Unity community has been pushing it.
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zelda4evr
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Yes it is, it works nicely from what I've used it for. It's great for unity, unity can split the animations(by designated frame numbers) from a single file and index them upon import for direct scripting use. Also if you use blender 2.49 I think it is, unity will convert .blend automatically, but its not compatible with the latest versions of the .blend file.

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