> Here is a remark from a dev (Broken):
> “Hey there, judging from what I’ve seen so far, this looks very cool
> indeed. One thing that I think still needs a bit more work and thought, is
> the UI aspects from on how it integrates with Blender’s material system
> from a user’s workflow point of view.
I know the workflow is odd, I made it only provisional to get access to
the blender features, once all the parts beging to fit in place then I
will need to do a UI overhaul to untegrate it to blender possible with the
help of the devs.
>I think it’s currently lacking in this regard, and doesn’t follow some of
>Blender’s conventions (i.e. disabling the texture still renders it).
The main intention of disabling a texture and still renders it was to
make the interior volumetrics visible without show the surface texture,
Im sure there’s other ways to do that (in shader tree volumetrics the
tricks are even more stranges) but this workflow where the frist that I
found because I still dont know many of the blender inners. This is also
temporaly, please someone send me solutions know of any.
>(VolUB in the map into panel should be deactivated, should be a residual
>from your current build that has been included…).
VolUV is not a residual, indeed are very important for volumetrics UV,
its just that I havent made yet the docs for using it. The fact that is
by default on is bad because it alters the render form for even non UV
volumetrics so exept for them it should be set off.
> Thus, the default values should be always set too show a typical
> (ex: the power factor was by default to 0)
Im aware of that but I dont know how to properly initialize the values? I
have trued in the material_ini or so (I don remeber well) but still dont
get initialized (Ideas?)
Also a note, the raytraced recursion are incremeted to 10000, as before
was only to 10, because in some set ups you need to see more far than 10
> Except this, the biggest issue to me is the integration with the parenting
> ex: open the basic blend:
> – parent the cube to the plane and click duplivert –> cubes set on the
> (ex: to make clouds fusion or dissociation)
> – render –> only the original cube
Yes, this is a big issue but mainly dew to my lack of knowledge of blender
integration, I think that should feasible with a good orientation, it is
in my todo list.
> To my mind, this is impossible to do so many things in such a few time
> without other codes assistance… When will your graduation take place?
I also think that, many of the issues regarding blender integration
should be easily solved if I where in better conditions regarding my
iternet issue, being in touch with the devs are very important in this
stage, but again I will do my best to solve this.