Donation credits
December 8, 2009 at 1:19 pm 11 comments
Someone recently reminded me about this in email. Originally I planned to give donators credit on this site. My plan was to launch this along with a system of incentives, whereby some random subset of donators would receive free bmesh t-shirts. I wanted to do this all at once, but I ran into problems with the tshirt manufacturer I chose that I’ve not yet resolved.
In hindsight, I suppose I got too obsessed with the gimmicky aspect of my plan and forgot about the important part. This is something I intend to rectify. Look for an official donators credit list in the next day or two.
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1.
joeedh | December 8, 2009 at 1:45 pm
BTW, if whoever provided me with the blog logo could pipe up, that’d be great. I can’t remember if it was through email or comments here on the blog, but you definitely deserve to be credited for it (and I apologize for not thinking of crediting you earlier, yeek).
2.
Lamoot | December 8, 2009 at 6:04 pm
It’s the 6th comment on your “about” page
3.
pillum | December 14, 2009 at 8:08 pm
with Bmesh – Windows – 24415 i get this rendering:
http://img5.imagebanana.com/img/uiktri0v/Unbenannt2.png
with this wireframe model:
http://img5.imagebanana.com/img/j3o1n1r2/Unbenannt.png
even without the edges in the model (a pure ngon model) the lines are still there and shading smooth looks bad too
4.
pillum | December 14, 2009 at 8:26 pm
and with another material is looks so : http://img5.imagebanana.com/img/2llvbcqt/Unbenannt3.png
5.
joeedh | December 18, 2009 at 2:54 am
Are all your ngons flat? Also, are you using edge split?
Ngon shading is kindof tricky; it only works in a few cases (and is something I don’t have time to fix yet, especially as the research for solving this problem is still somewhat new).
In general, ngons are only useful if they’re flat-shaded and planar, or if you’re using subsurf. Supporting more use cases is something I want to do, but will involve a bit of research and development (basically involves tessellating then subdividing the mesh, and interpolating data from the original topology using an interpolation method that works with ngons).
6.
pillum | December 18, 2009 at 2:14 pm
what means flat?
I used loop and knife cut and doesn’t even know what edge split is
that my blend file if you will need it: http://ul.to/m3gq1s
7.
joeedh | December 18, 2009 at 9:20 pm
all the vertices in a face are in a flat plane.
8.
pillum | December 19, 2009 at 12:33 am
all the vertices in a face are in a flat plane. (you mean in a triangle??)
9.
joeedh | December 19, 2009 at 2:51 am
Go to normal transform mode, select a face and press z-z to scale along the face normal. If the vertices do not move, it’s planar, if they do it’s not.
10.
Pillum | December 30, 2009 at 2:57 am
I nearly tried every face of my model and none of them moved, when tried to scale them along their face normal..
11.
theLichKing | January 7, 2010 at 3:15 pm
can you post the .blend file on pasteall.org?