Miki (MeshLogic)
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User Since
Oct 13 2014, 11:17 PM (144 w, 6 d)

Recent Activity

May 24 2017

Miki (MeshLogic) created T51615: Image attribute has_data gives incorrect values.
May 24 2017, 8:51 PM · Python, BF Blender

May 12 2017

Miki (MeshLogic) added a comment to T51259: Collada exporter assigns the same texture to all objects.

Finally, I've created my own python based Collada exporter that fixes both issues https://developer.blender.org/T51288 and https://developer.blender.org/T51259

May 12 2017, 9:05 PM · Import/Export, Collada
Miki (MeshLogic) added a comment to T51288: Collada exporter does not assign any texture when object has multiple UV maps.

Finally, I've created my own python based Collada exporter that fixes both issues https://developer.blender.org/T51288 and https://developer.blender.org/T51259

May 12 2017, 9:04 PM · BF Blender, Import/Export, Collada

May 1 2017

Miki (MeshLogic) added a comment to T51288: Collada exporter does not assign any texture when object has multiple UV maps.

I decided to try to fix Collada issues myself, but didn't want to recompile C++ code. So, I made a Python based Collada exporter that fixes the issues with UV textures assigning (this one and https://developer.blender.org/T51259). My script uses pycollada module (https://github.com/pycollada/pycollada). I will publish my script after polishing it into an addon.

May 1 2017, 10:41 AM · BF Blender, Import/Export, Collada

Apr 22 2017

Miki (MeshLogic) created T51288: Collada exporter does not assign any texture when object has multiple UV maps.
Apr 22 2017, 10:34 AM · BF Blender, Import/Export, Collada

Apr 20 2017

Miki (MeshLogic) added a project to T51259: Collada exporter assigns the same texture to all objects: Collada.
Apr 20 2017, 10:33 AM · Import/Export, Collada
Miki (MeshLogic) created T51259: Collada exporter assigns the same texture to all objects.
Apr 20 2017, 10:32 AM · Import/Export, Collada

Mar 22 2017

Miki (MeshLogic) added a comment to T51008: Normal map with bold relief causes black artifacts with Glossy BSDF shader.

I also have struggled with this kind of artifacts and found a simple trick how to avoid them. Basically you can calculate a dot product between normal and incoming vector and attenuate the normal map where it could cause problems viz https://blenderartists.org/forum/showthread.php?382497-Black-material-artifacts-on-flat-angle-surface-areas

Mar 22 2017, 3:59 AM · Rendering, Cycles, BF Blender

Mar 20 2017

Miki (MeshLogic) created T51010: Bevel with profile 1.0 affects the outer corners.
Mar 20 2017, 5:51 PM · Mesh Modeling, BF Blender

Feb 19 2016

Miki (MeshLogic) added a comment to D1254: Fixed baking artifacts on concave faces when enabling AA jittering.

I think the biggest advantage of this AA patch is when you are using procedurally generated cycles materials, viz my procedural wood material https://developer.blender.org/T43388. With official Blender, the baked texture looks looks really awful and useless. Using this patch, the baked texture looks very nice and clean like the output from render. So, I hope this patch will be included in Blender soon, because I'm tired myself to compile Blender each time an official version is released to be able to use procedural cycles materials for baking. Even if this patch was turned off by default and was possible to turn it on by some command would be great. The picture bellow shows the difference of baking quality by official Blender and using this patch (both examples baked into texture 1024x1024).

Feb 19 2016, 7:09 PM

Jun 18 2015

Miki (MeshLogic) awarded D1254: Fixed baking artifacts on concave faces when enabling AA jittering a Love token.
Jun 18 2015, 12:21 PM

Apr 28 2015

Miki (MeshLogic) added a comment to T43388: Cycles Baking gives different results than Cycles Render.

Thank you Lukas Stockner! I compiled Blender with your AA fix and it really works even for concave meshes. I can finally use my procedural wood for my creations :-)
The picture bellow shows the amazing quality of baking with your AA fix compared to result from official Blender release.

Apr 28 2015, 10:55 PM · Cycles, BF Blender

Feb 6 2015

Miki (MeshLogic) added a comment to T43388: Cycles Baking gives different results than Cycles Render.

I tested the monkey head (without subsurf mod) and noticed the artifacts appear only along the triangle's edges where the mesh surface gets concave. On convexly curved surfaces and edges there are no artifacts. Hopefully this could be used to fix the problem. I still want to look closer on the filter algorithm.

Feb 6 2015, 2:20 AM · Cycles, BF Blender

Jan 29 2015

Miki (MeshLogic) added a comment to T43388: Cycles Baking gives different results than Cycles Render.

@marc dion (marcclintdion) I also have tried to bake Combined pass and set Sun as a light source, and it looked very well with my procedural materials (which use mix of diffuse and glossy BSDF shaders). But my mesh geometry wasn't so deformed. Maybe that problem might rise with baking highly deformed meshes?

Jan 29 2015, 12:14 PM · Cycles, BF Blender

Jan 23 2015

Miki (MeshLogic) created T43388: Cycles Baking gives different results than Cycles Render.
Jan 23 2015, 4:05 AM · Cycles, BF Blender

Jan 17 2015

Miki (MeshLogic) added a comment to T40369: Using OSL nodes result noisy incorrectly baked maps. .

I would like to ask if there is a technical reason why anti-aliasing doesn't work in Cycles Bake, when it can work in Render. Always when I create a procedural material, it looks great when rendered, but very crippled when baked. And obviously the current Samples doesn't help it in any way, because Render looks good even at 10 samples, but Bake looks horrible even at 500 samples. I noticed the only task where Samples helps is baking of AO.

Jan 17 2015, 5:03 PM · BF Blender, Cycles

Oct 14 2014

Miki (MeshLogic) created T42214: Musgrave Texture gives different results when rendered and when baked using Cycles Render.
Oct 14 2014, 12:12 AM · Cycles, BF Blender