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Whhhoooooooooossshhhhhh! open sauce

Posted: Mon Aug 13, 2012 9:48 am
by Yodeebe
The sound of something going straight over my head!
err, pixar - open sauce - funky image stuff.
http://www.theregister.co.uk/2012/08/13 ... en_subdiv/

Any use for the ship/oxp bulders?
dunno. not my department.

It's free though, & we all like a bit of free sauce, especially if it's open.

Image

Re: Whhhoooooooooossshhhhhh! open sauce

Posted: Mon Aug 13, 2012 10:30 am
by Yodeebe
Hey, we could have hairy ships, where all the individual hairs respond to space-wind
:D

Re: Whhhoooooooooossshhhhhh! open sauce

Posted: Mon Aug 13, 2012 5:43 pm
by Smivs
Yodeebe wrote:
Hey, we could have hairy ships...
Yeah, but as they get older the hair will migrate from their heads to their ears and noses, won't it? :wink:

Re: Whhhoooooooooossshhhhhh! open sauce

Posted: Tue Aug 14, 2012 9:07 am
by onno256
Hehe, I am sticking with open source for a while now, and it has been a pleasant surprise....
Linux might still make it

Re: Whhhoooooooooossshhhhhh! open sauce

Posted: Tue Aug 14, 2012 9:20 am
by another_commander
Not Oolite related, topic moved to Outworld.

Re: Whhhoooooooooossshhhhhh! open sauce

Posted: Tue Aug 14, 2012 3:11 pm
by ZygoUgo
This could be interesting to see wether the Blender teams' use of this can increase the quality of high to low poly objects we can add to the game, although it's only real application at that level of detail would be sculpted characters. In the current game engine the nearest effect is down to the size/detail of normal-map used, unless subsurface was directly added to the game engine allowing for high detail bump maps, which I shouldn't imagine is ever going to happen.