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macouno macouno is offline
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I took some time today to go through all the scripts at the alienhelpdesk website to make sure they all work in blender 2.42

Updated and released have been

1. BrayBaker 3.4 (only made to function in 2.42)
2. BlenderCaliper 1.2 (+ additional functions)
3. MaBaker 0.3 (+ additional wind function)
4. Swarm 0.2 (still experimental + updated the example .blend)

Please let me know if there are any issues with functionality.

All the other alienhelpdesk scripts have been tested and should run fine.
............................................
http://www.macouno.com
#1   Old 16-Jul-06, 15:49   
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thanks macuono, I'll test Braybaker soon
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#2   Old 18-Jul-06, 10:24   
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Thanks macouno

The BrayBaker scripts is the one that I use more often. And now with the normal mapping support in the engine, I used this to generate the normalmap images for low poly objetcs, it works great with box-like object, like this.. but with more organic object I get wrong results , maybe I'm wrong with some parameters, any way here is a simple example of what I get with more organic objects.





Thanks for reading
............................................
S. Mata.
#3   Old 19-Jul-06, 17:36   
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mataii: can you show me the model of the bottom object as well.. just a small render will be fine, just to see the sort of angles you have in the neck region. Also I expect your render may turn out better if your tile images are a higher resolution.

But without knowing the geometry there really is no way for me to see whether it's the script or the way it's used.

Is the result very different from what you got with the previous version or is this more a general question???
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http://www.macouno.com
#4   Old 19-Jul-06, 21:04   
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mataii mataii is offline
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Quote:
Originally Posted by macouno
mataii: can you show me the model of the bottom object as well.. just a small render will be fine, just to see the sort of angles you have in the neck region. Also I expect your render may turn out better if your tile images are a higher resolution.

But without knowing the geometry there really is no way for me to see whether it's the script or the way it's used.

Is the result very different from what you got with the previous version or is this more a general question???
Yes, instead of a single image here is the blend file of the example, at this time I was working on it with the new version and I only increase the resolution of the final image, see the pic below for a result.



Is a general question, the plug in seems to work in the same way, but I have to say that maybe (and most sure) I'm working in the wrong way with the script
............................................
S. Mata.
#5   Old 20-Jul-06, 00:29   
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sorry mataii, when I wrote that tutorial, I was only doing mechanical objects.

Someobody pointed out to me it doesn't work for organic shapes.

So I have gone back to using MeLODy for creating TSNMs.
............................................

#6   Old 20-Jul-06, 00:52   
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Yeah that looks like the correct result with this script.

See the way your normal map colouring is set up is that it's relative to the camera angle. And the camera angle is relative to each face when you bake. So whilst in the face you are baking the angle may be straight, it may be extremely angled relative to the rest of the model, and vise versa.

For true normal mapping we will need a different solution.
............................................
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#7   Old 22-Jul-06, 15:06   
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Quote:
Originally Posted by macouno
Yeah that looks like the correct result with this script.

See the way your normal map colouring is set up is that it's relative to the camera angle. And the camera angle is relative to each face when you bake. So whilst in the face you are baking the angle may be straight, it may be extremely angled relative to the rest of the model, and vise versa.

For true normal mapping we will need a different solution.
I think there is a way because now Blender has the option to map on tangent space ... if sombody wants to implement this , there is maybe a way to make it in blender , look here http://blenderartists.org/forum/showthread.php?t=71454
I am not very shore but who knows

Greetings Patrick
#8   Old 22-Jul-06, 17:10   
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