Thank you for the communication.



For now, we have put it aside, but I think we will look at the concept some time in the future again. I, too, would like to see it tested on more scenes so we might release it as a test, to see how it copes with your scenes. But even if it works, the main issues are:suvakas wrote:Just wondering..
Can't you add this new direct light sampler as an experimental kernel?
Could it still be useful for some of us who don't do much architectural work?
If it speeds up scenes like this car animation you've posted, then it can be an option for some cases...
http://www.youtube.com/watch?v=4k0sOCf- ... etAKlv1Z2A
Suv
The border modes define, what happens, when we are outside of the [0..1] UV range. "Wrap around" enables tiling, "black" makes everything outside of this range black (useful for the opacity channel), "white, makes everything outside white and "clamp" just clamps the UV coordinates.cfrank78 wrote: One question i have: You showed in the picture about textures "transforms.png", in the chapter Border mode: wrap arround, black/white/clamp. I assume this is the mapping right? will there also be spehre, cubic, planar, and some more?
I probably didn't get your question, but you can already shift HDRI textures in the texture environment using the "rotation" pin, which is actually a shift of the lat/long coordinates.Also i would wanna know - will there be better controls of an HDRI image. scaling and especially moving in x and y!
Kind regards Chris!
With the current object properties you can't modify visibility in reflections and refractions. If it's not too hard to implement, it may be added in the not too distant future, now that the basic infrastructure is in place.FrankPooleFloating wrote:Marcus, thank you so very much. This was getting somewhat overdo, but we all understand a little better now. I'm excited.![]()
However, like Gabe, I am wondering about:
visible in refractions?
visible in reflections? <-- specifically, this one!
Or were you lumping everything into Caustics?...
And it sounds like you can set an emitter to have no effect other than providing light (not cast shadows or block hdr bg etc)... is that about right?
radiant wrote:Will the visability feature work with the a diffuse plane (ground) with the "matte" feature to work? with a alpha background
So we can grab the caustics, AO and shadows into separate render passes?
For the average user there will be not much use initially, but we plan to provide the ability to share scripts via the LiveDB. We hope that the script repository will then eventually have some gems that will be useful for most users. But yes, this is very much work in progress.I may be a bit of a noob with lua but what could this be use for to the average user?
create custom made nodes like a uber shader? or some sort of 10 clicks in one node?
With there also be documentation with a command library and examples?
Please remember, that version 1.5 won't be the last one for Octaneresmas wrote:Hope 1.21 bring some of those features, but please take in consideration some others.
like Undo and region Rendering
Both features are on our TODO list and they have moved up a bit. The node system rewrite was a requirement for the undo system. Region rendering is not a small feature, but do-able and in the not too distant future we will have a look at it.Would be nice if for some "simple features" that we don't have yet you guys could make a statement, for example:
Undo - Not possible for this and that reason
Region Rendering - possible but still need this and that to be available.
etc
Yes, that's the case. The object is just ignored in camera rays, but visible on all other rays (reflections, refractions, shadows).FrankPooleFloating wrote:D'oh!.. Marcus, now I really wish I would have worded that better... I will be very specific:
If you turn off Camera Visibility for an object, will it still be reflected on other objects?
I just want to make sure that I am clear on this. My understanding (and hope) is that making objects invisible to camera still allows an object to affect the scene in every other way.