Início arrow GSC 2008
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kadulink 01-12-08 18:29
Re:Monstro- Vídeo tutorial
el_muerte 11-11-08 11:15
Blender Pro'2008 - Sensacional!!
ganon 10-11-08 16:36
Re:papel dobrando
wdesigner_br 05-11-08 15:56
Blender Pro - Programa 2008
ganon 30-10-08 18:01
Re:Textura em vídeo wmv
el_muerte 26-10-08 14:21
Textura em vídeo wmv
rafakoller 24-10-08 16:19
Re:Modelagem personagem +ou- cartoon!
el_muerte 22-10-08 09:28

More...
GSC 2008
Freestyle integration into Blender
Log of the integration process, its challenges and (hopefully...) its solutions

  • Native stroke rendering
    As of today, Blender's internal renderer can composite Freestyle strokes on top of any other render result. That means Freestyle does not need an OpenGL context for rendering anymore: Freestyle strokes can now be visualized fullscreen or in the image editor without a crash. What a delight ! The complete list ...

  • Support for Python?s native iterator protocol
    As a preliminary first step towards full support for Python's native iterator protocol in Freestyle, Stroke and StrokeVertexIterator (used in the shade() method of a StrokeShader implementation) have been improved to adhere to the iterator protocol as follows: Stroke object has __len__() and __getitem__() methods so that subscript can be used, ...

  • Close to removing OpenGL-based rendering
    Finally some good news about the integration with the internal renderer ! Having a bit more time this week, I was able to implement an old idea I had during the summer: exporting the stroke information as a Blender Python scene and render it to an image file. The image ...

  • Experimental support for antialiasing
    Thanks Maxime for the kind introduction.  I am very happy to be a member of the Freestyle integration team.  I was one of many Blender users who were eagerly waiting for the completion of the Freestyle integration, so that I understand the high and ever growing demand for Freestyle as ...

  • Welcome on board, Tamito !
    Great news for all of you who would like the project to advance at a faster pace.  Tamito Kajiyama (a.k.a. T.K. in BA and other places) will also be involved in the integration work from now on. I am thankful of all the time he has already spent improving last ...

  • No update yet
    Here is a quick post to answer questions about the progress of the project. First, I would like to thank all of you for your patience and your ongoing enthusiasm on the BA thread. Unfortunately, I do not have anything to present yet. The main reason is that I have ...

  • No more environment variable
    As of today, Freestyle runs without having to set the FREESTYLE_BLENDER_DIR environment variable: style modules and data files are now stored in the standard .blender/scripts/freestyle directory. This should allow all of you to compile and use the branch for your own tests. I also generalized the glBlendEquation function verification to all ...

  • Quick update
    I have not taken the time to update the project recently for many reasons and I wish I wasn't keeping you all so anxious for more features and documentation. The good news is that I should have some free time in the next few days and I intend on getting ...

  • More feedback
    Before I start answering your questions, I just want to remind you all that Freestyle is currently a development branch that is prone to crashes, memory leaks and all of the worst you can expect from the integration of two very different code bases. I understand your frustration for all ...

  • Freestyle branch (finally) builds on Windows
    Thanks to Nathan Letwory (jesterking), the Win32 build is now a reality ! Nathan and I were able to hunt down the last remaining problems: Freestyle was originally using extgl in its Windows version to determine if glBlendEquation is made available by the graphic card's driver. Thanks to Apricot, glew was ...


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