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	<title>Comments on: Textured area lights in Blender</title>
	<atom:link href="http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender/feed" rel="self" type="application/rss+xml" />
	<link>http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender</link>
	<description>frequently lost in thought</description>
	<lastBuildDate>Wed, 24 Mar 2010 01:34:57 +0000</lastBuildDate>
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		<title>By: UncleZeiv</title>
		<link>http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender/comment-page-1#comment-1479</link>
		<dc:creator>UncleZeiv</dc:creator>
		<pubDate>Tue, 09 Dec 2008 21:42:44 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=29#comment-1479</guid>
		<description>@John: sorry for the late answer. Have a look on the &lt;a href=&quot;http://wiki.blender.org/index.php/User:UncleZeiv/SummerOfCode2008&quot; rel=&quot;nofollow&quot;&gt;Blender wiki&lt;/a&gt; for more information, or look for the original &lt;a href=&quot;http://www.graphics.cornell.edu/~bjw/lightcuts.pdf&quot; rel=&quot;nofollow&quot;&gt;lightcuts paper&lt;/a&gt;. Let me know if you need more information. Cheers!</description>
		<content:encoded><![CDATA[<p>@John: sorry for the late answer. Have a look on the <a href="http://wiki.blender.org/index.php/User:UncleZeiv/SummerOfCode2008" rel="nofollow">Blender wiki</a> for more information, or look for the original <a href="http://www.graphics.cornell.edu/~bjw/lightcuts.pdf" rel="nofollow">lightcuts paper</a>. Let me know if you need more information. Cheers!</p>
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		<title>By: John</title>
		<link>http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender/comment-page-1#comment-1422</link>
		<dc:creator>John</dc:creator>
		<pubDate>Fri, 28 Nov 2008 16:53:02 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=29#comment-1422</guid>
		<description>Yes, I did indeed fake it, and I had to use other software to achieve the effect. I broke the time lapse video up into eight sectors, averaged each one of those sectors down to one pixel, (a single representative pixel for color and brightness for the sector) and mapped each one of those eight pixels onto its respective area light. (If you map only one pixel to an area light, it is not a &quot;texture&quot; map anymore, because you cannot make out any repetitive texture, it is merely a color/brightness map. The same thing can be achieved with a multiple pixel texture as long as all pixels have the same values.)

Here is the original image I used to test my method:

http://gallery.john.whettens.org/view_photo.php?full=1&amp;set_albumName=album01&amp;id=monkeyTV

Is light cuts another ray tracer? I couldn&#039;t find any information in your blog about what you are doing fundamentally. Your Lightcuts group seems to be very close knit and tight, but I don&#039;t see enough information about what you are doing to break into the conversation. Could you provide a little more basic information so that I can learn more about what you are doing? I have only been using blender for about five months, but I am trying to learn things very quickly.</description>
		<content:encoded><![CDATA[<p>Yes, I did indeed fake it, and I had to use other software to achieve the effect. I broke the time lapse video up into eight sectors, averaged each one of those sectors down to one pixel, (a single representative pixel for color and brightness for the sector) and mapped each one of those eight pixels onto its respective area light. (If you map only one pixel to an area light, it is not a &#8220;texture&#8221; map anymore, because you cannot make out any repetitive texture, it is merely a color/brightness map. The same thing can be achieved with a multiple pixel texture as long as all pixels have the same values.)</p>
<p>Here is the original image I used to test my method:</p>
<p><a href="http://gallery.john.whettens.org/view_photo.php?full=1&amp;set_albumName=album01&amp;id=monkeyTV" rel="nofollow">http://gallery.john.whettens.org/view_photo.php?full=1&amp;set_albumName=album01&amp;id=monkeyTV</a></p>
<p>Is light cuts another ray tracer? I couldn&#8217;t find any information in your blog about what you are doing fundamentally. Your Lightcuts group seems to be very close knit and tight, but I don&#8217;t see enough information about what you are doing to break into the conversation. Could you provide a little more basic information so that I can learn more about what you are doing? I have only been using blender for about five months, but I am trying to learn things very quickly.</p>
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		<title>By: UncleZeiv</title>
		<link>http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender/comment-page-1#comment-1414</link>
		<dc:creator>UncleZeiv</dc:creator>
		<pubDate>Wed, 26 Nov 2008 10:31:53 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=29#comment-1414</guid>
		<description>@John: your test is nice; I&#039;m curious to know how you did it. Do you alter the color of the area lights with a script? Let me know. Anyway, every effect can be faked, artists have been faking GI for ages, but this doesn&#039;t make GI useless, does it? Of course the ability to fake effects is a very important tool, particularly for animations, so your experiment is indeed useful in my opinion.</description>
		<content:encoded><![CDATA[<p>@John: your test is nice; I&#8217;m curious to know how you did it. Do you alter the color of the area lights with a script? Let me know. Anyway, every effect can be faked, artists have been faking GI for ages, but this doesn&#8217;t make GI useless, does it? Of course the ability to fake effects is a very important tool, particularly for animations, so your experiment is indeed useful in my opinion.</p>
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		<title>By: John</title>
		<link>http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender/comment-page-1#comment-1412</link>
		<dc:creator>John</dc:creator>
		<pubDate>Wed, 26 Nov 2008 07:18:57 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=29#comment-1412</guid>
		<description>Hi, I have never used lightcuts before, and I don&#039;t even know what it is, but I saw the image in this post and I thought I would try to mimic it. In the scene that I built I used area lights to match the light from the image to mimic light projecting from the TV. The example render is at:

http://gallery.john.whettens.org/albums/blender/finished1_713upload.mov

The uncompressed file is obviously much clearer. So there are just eight area lights and AO turned on. Again, this is using the regular 2.48a build of blender using blenders internal ray tracer. So I think I accomplished with a regular build what you are trying to do with a special build of the software. Thanks for the inspiration, though.

John</description>
		<content:encoded><![CDATA[<p>Hi, I have never used lightcuts before, and I don&#8217;t even know what it is, but I saw the image in this post and I thought I would try to mimic it. In the scene that I built I used area lights to match the light from the image to mimic light projecting from the TV. The example render is at:</p>
<p><a href="http://gallery.john.whettens.org/albums/blender/finished1_713upload.mov" rel="nofollow">http://gallery.john.whettens.org/albums/blender/finished1_713upload.mov</a></p>
<p>The uncompressed file is obviously much clearer. So there are just eight area lights and AO turned on. Again, this is using the regular 2.48a build of blender using blenders internal ray tracer. So I think I accomplished with a regular build what you are trying to do with a special build of the software. Thanks for the inspiration, though.</p>
<p>John</p>
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		<title>By: UncleZeiv</title>
		<link>http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender/comment-page-1#comment-885</link>
		<dc:creator>UncleZeiv</dc:creator>
		<pubDate>Wed, 08 Oct 2008 07:22:57 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=29#comment-885</guid>
		<description>@DavidC: sure!</description>
		<content:encoded><![CDATA[<p>@DavidC: sure!</p>
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	<item>
		<title>By: DavidC</title>
		<link>http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender/comment-page-1#comment-873</link>
		<dc:creator>DavidC</dc:creator>
		<pubDate>Tue, 07 Oct 2008 03:25:11 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=29#comment-873</guid>
		<description>Could the image be animated?</description>
		<content:encoded><![CDATA[<p>Could the image be animated?</p>
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		<title>By: Alexander Ewering</title>
		<link>http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender/comment-page-1#comment-180</link>
		<dc:creator>Alexander Ewering</dc:creator>
		<pubDate>Tue, 22 Jul 2008 18:20:17 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=29#comment-180</guid>
		<description>OK, I tried to build the same lighting situation using your build, tweaking the &quot;Area light lights density&quot; setting until the DOS prompt said &quot;1141 point lights&quot;, which should be roughly equivalent to your example render.

At PAL resolution (720 x 576) OSA 5, took 2 minutes 31 seconds. So I guess, definitely an advancement :)</description>
		<content:encoded><![CDATA[<p>OK, I tried to build the same lighting situation using your build, tweaking the &#8220;Area light lights density&#8221; setting until the DOS prompt said &#8220;1141 point lights&#8221;, which should be roughly equivalent to your example render.</p>
<p>At PAL resolution (720 x 576) OSA 5, took 2 minutes 31 seconds. So I guess, definitely an advancement <img src='http://unclezeiv.kerid.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Alexander Ewering</title>
		<link>http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender/comment-page-1#comment-179</link>
		<dc:creator>Alexander Ewering</dc:creator>
		<pubDate>Tue, 22 Jul 2008 17:26:01 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=29#comment-179</guid>
		<description>I could do that, yeah :) I&#039;m using 840 spots for getting smooth results (render time is then 8 minutes):

http://pub.instinctive.de/screen1.png

Packed Blend:

http://pub.instinctive.de/screen1.blend

Cheers</description>
		<content:encoded><![CDATA[<p>I could do that, yeah <img src='http://unclezeiv.kerid.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I&#8217;m using 840 spots for getting smooth results (render time is then 8 minutes):</p>
<p><a href="http://pub.instinctive.de/screen1.png" rel="nofollow">http://pub.instinctive.de/screen1.png</a></p>
<p>Packed Blend:</p>
<p><a href="http://pub.instinctive.de/screen1.blend" rel="nofollow">http://pub.instinctive.de/screen1.blend</a></p>
<p>Cheers</p>
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		<title>By: UncleZeiv</title>
		<link>http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender/comment-page-1#comment-177</link>
		<dc:creator>UncleZeiv</dc:creator>
		<pubDate>Tue, 22 Jul 2008 15:00:24 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=29#comment-177</guid>
		<description>@Alexander: why don&#039;t you grab a lightcuts build and perform a comparison on the same machine? That would be interesting. How many spotlights are you using?</description>
		<content:encoded><![CDATA[<p>@Alexander: why don&#8217;t you grab a lightcuts build and perform a comparison on the same machine? That would be interesting. How many spotlights are you using?</p>
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		<title>By: Alexander Ewering</title>
		<link>http://unclezeiv.kerid.org/2008/07/textured-area-lights-in-blender/comment-page-1#comment-176</link>
		<dc:creator>Alexander Ewering</dc:creator>
		<pubDate>Tue, 22 Jul 2008 12:21:06 +0000</pubDate>
		<guid isPermaLink="false">http://unclezeiv.kerid.org/?p=29#comment-176</guid>
		<description>UncleZeiv: Hehe, didn&#039;t want to spoil your fun :) If I quadruple the number of spotlights, the boundaries disappear; however, rendering time roughly quadruples as well and is then close to yours.</description>
		<content:encoded><![CDATA[<p>UncleZeiv: Hehe, didn&#8217;t want to spoil your fun <img src='http://unclezeiv.kerid.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  If I quadruple the number of spotlights, the boundaries disappear; however, rendering time roughly quadruples as well and is then close to yours.</p>
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