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1  Crystal Space Development / General Crystal Space Discussion / Re: stencil shadow problem on: May 18, 2006, 12:42:05 pm
I experienced that too. I had to use Bump-Maps on all objects with textures which solved the problem.

Regards,
Carsten
2  Crystal Space Projects / WIP Projects / Re: archaeologic visualisation on: March 23, 2006, 03:16:59 pm
@Ariana: Sorry did not got the message that there was a new Reply.

I guess its too late to answer your questions....

Interaction in this case is to walk trough the site and enjoy. In the Blender visualisation we hat a display of ceiling heights, could change items of the new building, change the head hight of the observer and so on.

Due to the interactivity, quite some errors in the original construction (2D CAD by the arcitects) were revealed. Saved lots of money...

Regards,
Carsten
3  Crystal Space Project Development / Bug Reports / Re: Interpolation/Smoothing in Lightmaps on: March 23, 2006, 12:54:53 pm
So you're using smooth now? In that case I guess it is a limitation of the current lightmapper (which is begin replaced).

Greetings,

Ok, so is there a roadmap when this will happen?

Regards,
Carsten.
4  Crystal Space Project Development / Bug Reports / Re: Interpolation/Smoothing in Lightmaps on: March 23, 2006, 12:16:50 pm
Erm sorry, I did mix two things in my mind....

In fact the above scene did not had smooth set (by accident), however I rendered the scene again with a plain yellow texture because the effect is more obvious then:



Maybe this is explaining what I mean. I think it happens where the edges of the faces meet. Maybe some interpolation or compression artifacts?

Regards,
Carsten
5  Crystal Space Project Development / Bug Reports / Interpolation/Smoothing in Lightmaps on: March 22, 2006, 04:15:45 pm
Hi,

maybe it is a bug, maybe a feature, but I think that lightmaps are unusable on round things.

Look here:



There is no interpolation or smoothing between the lightmaps on the individual faces (I think) and this is rendering the smoothing useless. On genmeshes there are no lightmaps an so no shadows.... using hires meshes is also not an option (see left column).

Is there hope to solve this in near future? This really drives me crazy a I want to use CS more on projects.

Regards,
Carsten
6  Associate Projects / CrystalBlend Discussion / Re: CrystalBlend Binary Release on: October 19, 2005, 01:11:05 pm
Ha! Great release!

Regards,
Carsten
7  Crystal Space Development / Support / Re: Fire in the mirror, looks sooo strange on: September 14, 2005, 09:41:13 am
I made it as my standard test scene for crystal2blend wink
8  Crystal Space Development / Support / Re: Fire in the mirror, looks sooo strange on: September 13, 2005, 01:55:01 pm
Hmm somehow I know that scene wink

9  Crystal Space Projects / WIP Projects / Re: archaeologic visualisation on: September 02, 2005, 10:05:03 am
Yes it is the standard renderloop. I think about 60fps constant but on a quite fast computer. On a 1GHz AMD with NvidiaGF4Ti it runs smooth, even quite interactive on a laptop@1.4GHz with a GF2go.

shadowed is much too slow and not looking very well if I remember my early tests.

Regards,
Carsten
10  Associate Projects / CrystalBlend Discussion / Re: Who can help me explain the IPO stuff in Blender? on: August 01, 2005, 12:00:29 pm
I am also not very deep inside character animation (because at the time I wrote for NaN documentation the character animation was still in a very early stage...).

However if you have questions concerning normal IPO animation please ask!

Regards,
Carsten
11  Crystal Space Projects / WIP Projects / New Screenshots: archaeologic visualisation on: July 26, 2005, 12:45:33 pm
New Screenshots:





There are still some smoothing problems (see the column on the right)














Regards,
Carsten
12  Associate Projects / CrystalBlend Discussion / Re: First conversion of GameLogic on: July 18, 2005, 01:37:44 pm
what can I say? Its simple but works wink
13  Crystal Space Development / Support / Re: Lightmap quality on: July 13, 2005, 12:11:44 pm
CVS, maybe 4-5 days old.

Regards,
Carsten, going to IRC now.
14  Crystal Space Development / Support / Re: Lightmap quality on: July 13, 2005, 12:04:56 pm
Things also support smoothing. You just have to add the <smooth/> keyword to the thing.

Greetings,

Hello Jorrit,

the right thingmeshes are smooth (as you expected on irc the <smooth/> keyword is set correctly by blender2crystal ), my concern is the quality of the smoothing.

Regards,
Carsten
15  Crystal Space Development / Support / Lightmap quality on: July 12, 2005, 05:09:08 pm
Hi,

I noticed some artifacts on smoothed thingmeshes.



I guess its in the lightmaps, it seems (for me as non-programmer) that there is no smoothing while lightmap generation or the interpolation between lightmaps is not good.

The right object is a genmesh which is smooth ok, because genmeshes seem not to use lightmaps at all (or is there a way?).

I used simple textures to show the problem clearly, but even on objects with normal textures you often see artifacts. Maybe I can do something against it (tried the -lightqual and -lightmapsetting with no luck) or is is a matter of the renderer (new renderer was used)?

Regards,
Carsten.
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