[Bf-cycles] Remove old Sky Model
d4vidfenner at gmail.com
Mon Apr 4 17:07:33 CEST 2016
I agree with stefan. Sometimes I use the old model just as a complement, or
to get a gradient coloured gi instead of a plain color or a full fledged
sky. Matched with a few lights can make some good looking scenes, even if
they are not realistic (which of course is hardly a priority in many
2016-04-04 11:44 GMT-03:00 Stefan Werner <swerner at smithmicro.com>:
> Is there any benefit to removing the old sky model? Just because
> developers think that the new model is better doesn’t mean that all users
> will agree. The new model may be more realistic, but one may use the older
> model for artistic reasons. Some will have scenes that rely on the old
> model, and unless there is a reason to break those scenes, I’d vote in
> favor of keeping it. Besides a few bytes of code, keeping the old model
> around doesn’t come with any extra cost, does it?
> Stefan Werner | Senior Software Engineer; Productivity & Graphics
> Smith Micro Software, Inc. | http://www.smithmicro.com <
> On 4/4/16, 3:43 PM, "bf-cycles-bounces at blender.org on behalf of Thomas
> Dinges" <bf-cycles-bounces at blender.org on behalf of blender at dingto.org>
> >Hi Ton,
> >I really hoped for the 2.8x project to finally kick of. It was announced
> >almost a year ago, and sounded quite promising (including the
> >possibility for module teams to do bigger cleanups).
> >If we decide to stick to the 2.7x series for much longer (2.78, 2.79...)
> >then *that* is something, that we need a roadmap for.
> >Because if that will be the case, I'd ask for a Cycles branch, where we
> >can work on bigger topics.
> >I would like to mention here though, that I wanted to just replace
> >Preetham with Hosek in 2013, when I added it. Back then Brecht suggested
> >to keep it for a bit. Now 2 years later, I'd like to remove it, as Hosek
> >is much more realistic. When will such changes be possible, without
> >conflicting with the BF schedule?
> >Best regards,
> Bf-cycles mailing list
> Bf-cycles at blender.org
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