recently Harkyman (Roland Hess) developed a patch for coloured shadows, the first real good use for this is lightening the shadows by giving them a grey colour , also in this patch it allows you to make a texture affect the shadows.
here are some test render, only 1 lamp in the scene
some fun
a real use of this, simulating a dirty light
the patch and additional renders can be found here
hi all, this GSoC project will implement Lightcuts into blender, lights are when you have alot of lamps close together light cuts will make those lamps into one yet still provide correct lighting , and the advantage of this is a huge optimization on speed and mem usage. here are my tests, please note as atm the power is rather glitchy so they will not look the same but is the same scene
the scene is lit by a 32X32Grid with dupliverted lamps totaling in 1024 lamps essentially a non raytracing area light
as the title suggests there is now blender's procedual textures in luxrender, previously it was images only and that was rather bad when you have 100s of objects.
so now we are moving towards anything that can be made in blender can be made in luxrender. what makes this really cool is that the textures are direct copies from blender's source code.
the following render is using blender's musgrave texture
another recent render i have made in Luxrender
Luxrender can be found at http://www.luxrender.net/ as with most of what i showcase here you need a CVS version of lux to use these textures
a few weeks ago Gimble3D in #blenderchat was having trouble with animating grass growing using the new particles in 2.46, so i thought i'll give it a shot myself and here are the results, and i think it turned out really nice
OpenGL snapshot of 3dview
Final rendering
here is the .blend if you want to see how i did it, works best in the latest RC or later
Yeah this post is to prove tht not all my tests actually work out :S, i was testing out some additions to the shrinkwrap modifier particularly removal of unprojected faces, but it seems its not rtemoving enough as the video proves, that causes quite some trouble
not quite according to plan
so you don't go away without something nice to look at ;)
hey all, here is a test of raytraced colour dispersion, a nice extra to the IBL patch i am using, i quite like this and works really well, even though its rather slow, enjoy :)
thats right, 18 texture slots, as many blender users has run out of texture slots from time to time, and have to plan the textures out carefully, then worry no more thanks to cambell it is now possible to use a max of 18 texture slots :), currently only available in the apricot branch
Hi all, today i will post the results of me playing around with the GLSL functionality of the apricot branch of blender. Now GLSL is the OpenGL shading language, using this you can get a realtime preview of how textures, bumps and lighting will look in the render or GE. GLSL has been in blender for quite a while as part of the GE only, now its being extended into the 3d view, anyway onto the results
hey all this is my blog for posting results of my latest testes in experimental development features of blender, www.blender.org, here are some tastes of what to expect from this blog Shrinkwrap modifier