[Bf-committers] Blender unified shading
language/Renderman export: 2.38?
zippy
trip at spymac.com
Fri May 13 13:35:21 CEST 2005
On May 13, 2005, at 12:40 AM, Chris Burt wrote:
> The answer is pretty obvious. Blender isn't so "cutting edge and
> experimental". I would say it probably runs better on slow hardware
> than most other applications with the same features. That is the
> reason why hardware based shaders aren't implemented. Not that nobody
> is interested. OpenGL code in Blender has to be standard enough to run
> on every platform supported pretty much regardless of what graphics
> hardware the machine has. The shaders you're talking about, as far as
> I know, won't work on older hardware at all. Come up with some
> examples to the contrary and people would be happy to listen.
Zbrush 2.0
http://pixologic.com/home/home.shtml
Recommended System Requirements:
OS: Windows 2000 or newer
CPU: Fast PIII or newer with optional multithreading or hyperthreading
capabilities
RAM: 512MB (1024MB for working with multi-million-poly meshes)
Monitor: 1280x1024 monitor resolution (32 bits)
Minimum System Requirements:
OS: Windows 98
CPU: PII with MMX, 200MHz
RAM: 256MB (512MB recommended)***
Monitor: 1024x768 monitor resolution (32 bits)
It has all of it's shaders as software, bump displacement normal and
various 100 premade shaders that range from cartoon to chrome to all
types of metal and reflections..
So blender would not have to completely use the CG card it could show
better previews on the cpu as well.
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