[Bf-committers] Feature that revolutionizes use of radiosity in
game engine
zippy
trip at spymac.com
Sat Jan 8 07:51:57 CET 2005
would make a very heavy mesh model that is slow to animate ? Otherwise
neat.
On Jan 7, 2005, at 11:09 PM, Alexander Ewering wrote:
>
> I know, a totally exaggerated subject, but that's how I feel
> about it. A bit of self-PR can't hurt :)
>
> I've coded a "Copy Vertex Colours" function into the CTRL-C menu,
> which does the following:
>
> It takes the active mesh and copies its vertex colors to the
> *nearest possible vertex* in the selected mesh.
>
> What does this mean?
>
> A lot:
>
> You can now totally finish your modelling, INCLUDING UV-Mapping
> and texturing, subdivide the mesh a few times using the regular
> subdivide function, THEN calculate a radiosity lighting solution,
> choose
> "Add new meshes", select the old mesh and then the radiosity mesh,
> CTRL-C -> Vertex Colours, and NON-DESTRUCTIVELY APPLY THE
> LIGHTING TO THE UVMAPPED MESH.
>
> Why didn't anyone think of this...
>
> | alexander ewering instinctive mediaworks
> | ae[@]instinctive[.]de http://www[.]instinctive[.]de
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