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10:00 PM
2
A: Making an Interface in blender game engine

DavidThe Mouse Sensor when set to Left Button will send a positive pulse whenever the left mouse button is clicked. To get it to trigger only when over a specific object you have to add another Mouse sensor set to Mouse Over and plug it in to the same And controller as the click sensor. Like in the im...

 
Awesome! Thanks!
 
@NoviceInDisguise you really should read more of my answers :)
 
I should :-)
 
10:29 PM
@GiantCowFilms how did the math go?
 
@VinceScalia I'm not sure what you mean. Did you try increasing the sub steps?
 
10:44 PM
What?? I was asking @GiantCowFilms how school was.
 
Do inconsistent normal give problems?
 
What on earth are you talking about? I ASKED ABOUT MATH!
@someonewithpc if you want to help me, answer this blender.stackexchange.com/questions/21513/…
 
@VinceScalia That wasn't for you..
 
Who? I'm the only one here besides @david and you.
 
@VinceScalia I have no idea
 
10:53 PM
@someonewithpc So you just helped a non-existant dude?
with his normal?
 
@VinceScalia But it's just a random question; it's not direct at no one specifically.
 
Can you help with my rope? I tried everything.
 
@VinceScalia What are you talking about? How does asking a question help anyone?
 
Oh! it was a question. I misunderstood.
 
@VinceScalia I don't know how
 
10:55 PM
Yes, they do. texturing, rigging, especially in game engine with back-face culling on.
I thought someone had said something and you were guiding them through the thought process.
 
@VinceScalia I need none of that for this part, so it should be fine
 
so what are you making? an untextured cube?
 
@VinceScalia A car engine
But I'm referring specifically to a tiny part of it
 
yeah. that'll probably need some fixing. just select it all in editmode and click recalculate normal
 
@VinceScalia I don't want to fix. I did that on purpose
 
10:59 PM
Mostly inconsistent normals cause freak artifacts. why would you do it on purpose?
 
@VinceScalia To save a few hundred faces...
I'll fix it
 
@someonewithpc is it going to be very visible?
 
ok. sit tight for a second. I'm processing a small example.
 
11:02 PM
 
@VinceScalia That tiny part
It will also be covered by the tube it self
 
Ok. well do what you think is best. try to keep it out of the light. it's so small it may not matter.
 
Is there a way to rotate individual objects that are part of a array modifier?
 
use Curve
 
@VinceScalia Rotate around their own origin
 
11:06 PM
o. I don't know. sorry.
 
Worth a question?
 
make sure it hasn't been asked yet, then go for it.
 
What question do you want to ask?
 
2 mins ago, by someonewithpc
Is there a way to rotate individual objects that are part of a array modifier?
1 min ago, by someonewithpc
@VinceScalia Rotate around their own origin
 
Not individual ones. It applies for all of them, as each is but an instance of the base mesh.
 
11:08 PM
@NoviceInDisguise Not possible then?
 
Is there a way to rotate individual objects in an array modifier around their own origins?
 
<--title
 
@VinceScalia Yes, that
 
It affects all of them.
 
11:09 PM
I'll ask it anyway
 
OK.
I'll answer it :-P
 
@NoviceInDisguise what time is it where you're at?
 
18 10 hrs
 
@someonewithpc They are not individual objects.
 
Exactly, instances, not objects.
 
11:11 PM
5 hours ago, by someonewithpc
@NoviceInDisguise It's 18:11
 
@NoviceInDisguise Not instances either
 
@gandalf3 D:
@NoviceInDisguise Yeah.. Not instances, duplicates
 
1
Q: Applying Array Modifier - Still instance?

CodeyI got a short question: If I apply the array modifier, are the objects still instances or are they converted to real objects? I also don't want to change these objects.

 
Not duplicates
 
The array is the same as pressing Shift D in edit mode
 
11:12 PM
@NoviceInDisguise No?
 
No way!
 
@NoviceInDisguise Copies then
 
@gandalf3 Duplicates, right?
7
A: What techniques have been used to repeat geometry or other detail to the infinite horizon?

gandalf3To give the impression of infinity, often it's not necessary to copy the object many times at all. you will notice that in the example image only about 8 or 9 repetitions are visible, the implied continuation of cubes is hidden behind a white glare. One way is to do this is by using an array mod...

 
@someonewithpc Well, I'd call them duplicates, copies, whatever.
 
That will "make them instances"
 
11:13 PM
That is crazy! It should be he same as Alt+D
 
@NoviceInDisguise No
How would that work?
 
@NoviceInDisguise There's a reason it's not...
 
There is a reason
 
What?
This is confusing . . .
 
4
A: Applying Array Modifier - Still instance?

gandalf3No. They are never instanced, even before the modifier is applied. The array modifier makes a new copy of the mesh for each repetition, storing the same geometry over and over. This allows other modifiers to make modifications to the mesh as a whole. Unless you separate them after applying the m...

Modifiers operate on mesh data
 
11:15 PM
But it should be identical on all of them. The redundancy is pointless . . .
 
It doesn't make sense to have a modifier that operates on an object level
 
It wouldn't be a modifier as we know them anymore (though perhaps node based modifiers will be able to do this kind of thing)
@NoviceInDisguise ?
@NoviceInDisguise What if you have a modifier after the array modifier?
 
The array modifier makes an array of identical meshes. The modifiers should affect all the same
 
@NoviceInDisguise Not at all
What about array and then mirror?
 
11:17 PM
@NoviceInDisguise Try adding a Array to the default cube
Then add a Cast mod
Then see what happends
 
Or array then curve
 
The switch the order
 
Ah I see. There should be a way for Blender to optimize between the two, though. Because most of those modifiers would result in a bunch of identical meshes, and you could potentially gain some speed . . .
 
idk about most, but yes..
 
Ok, quite a few
 
11:19 PM
However AFAIK the modifiers aren't even multi-threaded
There is a lot to be done in the optimization department before things like this really come into play IMO
 
@gandalf3 The calculation of them?
 
yes
 
@gandalf3 Indeed
@gandalf3 No, I don't think so
 
?
 
@gandalf3 It's to this one
Answer the question, please
 
11:22 PM
okay
I just ran out of ram while trying to test the multi-threading thing
:P
Seems I'm wrong, at least the subsurf modifier is multi-threaded
 
@gandalf3 That's no bueno
@gandalf3 Uh. I guess it's the heaviest one
ish
calculations-wise
 
I have a question, is it quicker to render with applied modifiers or not?
 
@someonewithpc Idk.. the remesh modifier might beat it there
 
@gandalf3 Maybe...
 
@NoviceInDisguise Shouldn't make any difference
Wait
I take that back
 
11:25 PM
@gandalf3 Really?
 
I forget if blender recalculates modifiers before rendering or not
Will have to test
but I'm writing an answer atm ;)
 
@gandalf3 I think so, while building the BVH
And now: the fun part of modelling an engine: swirly and wiggly pipes!
It's the worst...
 
@someonewithpc Curves?
 
@gandalf3 That's the plan
But I don't really like them...
They're evil!
 
I like curves..
 
11:37 PM
@gandalf3 They're okay, I guess... But I can't model with them D:
 
I wish the bevel tool worked better
I keep hitting strange corner case bugs all the time
 
@gandalf3 The tool? *Never* used it
 
No?
It's great (in theory) for pipe modeling:
 
@gandalf3 I prefer the modifier, because of the problems
 
It's the same algorithm..
 
11:41 PM
@gandalf3 If you uncheck "Clamp Overlap", it's the same algorithm
 
Well, that setting just adjusts one of the other settings for you
 
Actually... I guess that's also available in the tool
 
Only as of 2.73
But yeah, exactly
 
@gandalf3 Yes, but it fixes most of those strange errors you speak of
You should try it
 
Nah.. I think they are just fundamental problems with bevelling. (intersections)
@someonewithpc I use it all the time ;)
 
11:43 PM
@gandalf3 Yes. But the concept itself, not the implementation, I think
 
I mean stuff like this:
(slow dns resolving... please wait)
 
Please stand by, while we fix the internet
2
 
It's okay for me.. Like any other...
I guess it's in Amsterdam..?
 
I suppose
 
11:49 PM
Oh boy.. I'm already up to .5M vertices, with about 3/7 of the detail "needed"
 
o.O
Is that all edit mesh?
Or with modifiers?
 
@gandalf3 No
 
oh
 
@gandalf3 I would be doing it really wrong if it was
 
Or it would be the most detailed model ever :P
 
11:51 PM
@gandalf3 Yes..
 
Though I suppose moar vertices doesn't necessarily mean more detail
Just like moar pixels != more detail
 
@gandalf3 Then I would be doing it wrong..
 
I suppose..
 
@gandalf3 It does! Moar pixels allow you to see more flaws :D
 
Yep, more pixels allows for more detail, but doesn't magically make it be there
 
11:53 PM
@gandalf3 Unless you use procedural displacements
 
You can have a 103,474 x 243,987 image filled with total noise.. Or just all white.
 
@gandalf3 Why that particular size?
Not if it's subtle...
 
keyboard mashing generated ;)
 
I missed allot... D: bbl
 
@gandalf3 The best method :D
@GiantCowFilms Reading the transcript?
Have fun
 
11:56 PM
Reminds me of xkcd.com/221
2
:P
 
@someonewithpc No, still got work todo D:!
 
It was a fair dice roll...
 
just work on computer
so I'm saying hi
 
@GiantCowFilms Hi
 

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