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Nice one, Andrew
Will you finalize it? (add smoke, camera shake, gradeâŚ)
Even if not, still likeable
Just found, maybe this will be helpful in your project.
Real time Point Based Global Illumination
http://perso.telecom-paristech.fr/~boubek/PBGI/
http://www.aduprat.com/portfolio/?page=articles/PBGI
@carlosan that seems something like what they use for GI in Marmoset Toolbag 3. It would be cool if it could be used in the viewport upgrade.
Hi!
I have the similar problem. Did you solved it?
Thanks a lot.
FYI the build is buggy.
I have an issue where all 2.77x and below seem to automatically switch windows 7 theme back to basic while theyâre running (donât know why; didnât happen back when I was using them). Still though, the issues I get in 2.78 arenât in the 2.77 build(s).
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my bones using custom shapes (empty sphere) display with flashing colors, as though several copies are there intersecting with different colors plus the original black (no groups).
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selecting an armature causes a permanent lag until closing Blender. for example default it can play 30fps but after selecting an armature with even just 1 bone, the fps drop to like 12-25 fps
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Saving the file makes it un-loadable in non-pbr builds. I donât know which steps it takes before they fail to load, however I did a basic setup enabling the Material Preview and when I opened it in Official 2.78, Blender just closes.
Itâs usable for doing a viewport render but not much else (doesnât help that render also doesnât use the color management option)
If the glsl viewport could handle the pointiness attribute, texturing objects in pbr would be a breeze.
Bert
Will this and all of Clementâs work move into 2.8? Sorry if itâs commonly known information, Iâm not in the loop.
i made this, for a client, PBR is indeed awesom
i for hindid speaking people exclusively, and its the hindi alphabet. so i request you to watch it at 2x speed so it doesnât waste your time and all.
canât download, it stops
Is this going to be part of blender or just an addom? And is this going to be implemented in bge realtime, like the area lights, Enviroment maps, reflections⌠or only in the âviewport to renderâ?
None of the above.
The dev is going to use what heâs implemented here, in the EEvEE engine for Blender 2.8.
Whatâs going to happen with the EeVeE engine in 2.8? Itâs being developed so not everything thatâs planned âwillâ make it and there âmayâ be more things planned for it to actually show.
This doesnt render shadows right?
Was or is this something for the base of the EEVEE engine?
The branch talked about here could be seen as the precursor to Eevee, but I donât know how much of the code was reused.
I did read he does work on EEVEE righ now. Great job!