George_Toledo's picture

@GeorgeToledo

Community Spotlight

Groups

  • Vuo Founder

Compositions

3 years ago
3 years ago
4 years ago
4 years ago
4 years ago
George_Toledo's picture

Oh, I see, good explanation, Alastair. Thanks. Well, however it needs to be! I can imagine this becoming hard to implement, maybe especially depending on HOW it would be implemented.

George_Toledo's picture

Maybe implementing it as a type of editor performance mode could work around some difficulty in HOW to implement. Good luck VUO!

George_Toledo's picture

How about, just put it back as chosen.

Why does inability to implement for this release knock it off of chosen, after the overwhelming positive response...and it actually being chosen.

That has funny implications for the entire voting system.

Can’t it just still be “chosen”, and get pushed to the next release, or whichever one it is feasible to do it for?

George_Toledo's picture

No, I have wound up just finding it more expedient to do equirectangular with raymarched scenes. But that has its limits.

I had some trouble getting the sdk installed on a new setup, so I haven’t been able to follow up and try to get a custom node working.

George_Toledo's picture
George_Toledo commented on George_Toledo's Discussion, “mipmapping

I see this basically addressed in the link, but try to be as specific as possible about the "problem case" I run into, it is most often an issue if one uses textures as tiled repeating patterns.

A simple example would be to look at a repeating pattern on a sprite, and then rotate it so that it is positioned as a "floor" in a 3D scene. When mipmapping is enabled, it mitigates moire effect that happens in these type of scenarios.

There are other cases where it is also useful; some blur techniques for example. But I bring it up more for scene rendering quality.

Pages