[Bf-cycles] Viewport Cycles visible vertex edges ‘cracked faces’ possible solution? Much faster orthographic Viewport renders.
David Black
db4tech at yahoo.co.uk
Fri Apr 11 16:35:25 CEST 2014
Hi Brecht,
*Viewport Cycles visible vertex edges ‘cracked faces’ possible solution?
Much faster orthographic Viewport renders.*
Is it possible to fix a 3 year old issue of visible vertex edges (see
linked images) in a Viewport Cycles rendered orthographic view by using
code from camera draw routines (see linked blend file)?
If already using the same draw routines, the following information may
help in math problem solving. Recently discovered Blender’s Viewport
default 35mm view is not the same as a 35mm camera focal length view,
let me elaborate, to match a 35mm Viewport view a cameras focal length
must either be 17.50 or default camera sensor size needs changing to
64:00. Only then will both views match (see last linked image). Even
though previous comparison is based upon Perspective camera and Viewport
views thought might help identify a possible calculation scale variance
in draw routines.
In linked blend file, begin Cycle Viewport render and toggle views using
0 (zero) key. Around 70% faster render times with small complex objects
while using orthographic Cycles Viewport render.
*Blend file
*http://www.pasteall.org/blend/28352*
*
*Image examples
*http://www.pasteall.org/pic/69678
http://www.pasteall.org/pic/69679
http://www.pasteall.org/pic/69680
**
David
PS: While looking through code, found couple of things that may need
changing?
*__init__.py file:
*--- # Copyright 2011-2013 Blender Foundation
+++ # Copyright 2011-2014 Blender Foundation
--- “blender”: (2, 67, 0),
+++ “blender”: (2, 70, 0),
--
3d-designs-davidblack.blogspot.com
<http://www.3d-designs-davidblack.blogspot.com>
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