[Bf-committers] SubSurf Scattering
Chris Burt
desoto at blender.spaceisbig.com
Fri Mar 18 06:13:10 CET 2005
There's always plans for everything like this but you're not starting
this discussion on the right mailing list my friend. This is for
development discussion and a general feature request really doesn't have
a home here. If you'd take a tiny moment to search the blender.org
forums AND the archive for this mailing list as well as teh funboard,
you'd see that this question, and many others I'm sure you may have,
have already been answered. I'm not trying to sound offensive...just
trying to stem the tide of emails from folks who don't quite understand
the purpose of this list.
Several developers read each and every post here, and they simply don't
have time to be human filters for what belongs here and what doesn't.
That is the responsibility of the individuals posting. Please moderate
yourselves and do your best to stick to the main purpose of the list. If
anyone is unclear about what the purpose of the list is, or would like
to volunteer some clarification, please reply in kind.
Again.. not trying to be a jerk or a stick up the ass, but.. its getting
hard to follow any useful discussions on the list with so much static
popping up. I'm sure I'm probably not alone.. just the first to speak
up. Hope I'm not out of line :)
And for all of my fans out there I'll end this mail with a quote from
myself, "or maybe i'm just getting tired."
Regards,
--Chris
Austin Benesh wrote:
> Are there any plans to incorporate the usage of SubSurf light scattering
> that all the latest technologies (i.e. PRMan, 3DS Max) have already
> built in? This would make a great extension to Blender’s rendering
> capability.
>
>
>
> -- Austin
>
>
>
>
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