Is it possible to arrange the OOPs schematic to look like the outliner in say Windows Explorer? I’d quite like to be able to list every object in the scene by alphabetical order. I find this sort of thing helps when selecting objects and it avoids deleting objects accidentally.
I tried rendering some glasses using Blender’s ray functions and I got some odd artifacts. Strangely, I got rid of them using lower resolution models. Sorry, it’s geocities so you probably have to cut/paste the urls.
In the bottom of the glass, there are stripes. This model followed the tutorial in the pdf manual using a mesh profile and revolving the 38 vertices with 36 steps.
http://www.geocities.com/ajr650/glass.png (total render - 42625 polys)
I then manually changed some of the inner tris (where the stripes appeared) to quads and got:
http://www.geocities.com/ajr650/glassless.png (approx same polys as 1)
I tried field rendering and got less noticeable artifacts but the render looks a bit odd:
http://www.geocities.com/ajr650/glassfield.png (same polys as 2)
So, I remodelled it using a lower resolution (about 16 vertices revolved with 8 steps) and I got no artifacts:
http://www.geocities.com/ajr650/glasslowres.png (7143 polys)
The finished result with less polys:
http://www.geocities.com/ajr650/glasswine.png (total render - 7143 polys)
Note: I rendered all of the above using subd - normally level 3. But reducing/increasing the subd level didn’t seem to affect the artifacts.
So I was wondering if artifacts appear more in higher resolution models in general. I often find that lower poly models give better results and are obviously faster at rendering. Was it just by chance that my lower poly model didn’t show artifacts? Also, why are the edges of the glasses still a bit aliased? I have full OSA on and Gaussian blur at max. Does Blender use adaptive or general antialiasing?:
Is there any way to get envmaps to display transparent objects correctly or do I have to make the maps myself? Also I’m having trouble getting the envmaps to show the right way up. For example, I tried to use envmaps to do the reflection you see in the last glass image but firstly the pink dot for the plane was directly under the glass. This just made weird shapes. I moved it but it rendered the wrong way up. I then used an empty positioned under the glass to render but still I got it wrong. Is there any way I can ensure I get the maps the right way round by checking axes on the empty or something?
I came across an interesting tutorial for faking caustics:
It requires you to be able to set the colour of shadows. Can I do this in Blender?
Can you attach more than one object to a path curve but assign each object a different IPO so that each object can move along the same curve at a different rate? I could only assign the speed IPO to the curve itself meaning all child objects travelled along the curve at the same rate.
Is it possible to get Blender to warn me when quitting to save all my stuff? Sometimes I forget to save my scene before I quit and there isn’t a warning that says something like “there are items in your scene that are unsaved, do you wish to save before quitting yes/no?”. I know some people probably find it annoying but it’s quite useful.