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Re: Early Blender 2.5 Builds
[Re: ratchet]
#272628
06/19/09 01:55
06/19/09 01:55
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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so you have to try to paint over the seams again with different bleed valuesIt's what i did even with a vcalue of 10 ! Ok i've tested with a model entirely made in Blender ! The Bleed is taken account ! I think the problem is alos the BLender display, caus the more i zoom out , the more i see big seems on the mes ? Strange !! I must come back to Blender 2.49 without precise texture paint , but no seams paint problems ??
Last edited by ratchet; 06/19/09 01:56.
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Re: Early Blender 2.5 Builds
[Re: ratchet]
#272629
06/19/09 02:00
06/19/09 02:00
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Joined: May 2002
Posts: 7,441
ventilator
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OP
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Joined: May 2002
Posts: 7,441
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caus the more i zoom out , the more i see big seems on the mes ? this means that mipmapping really is the cause. show me your polygons in the uv-editor or upload your blender file to rapidshare or something. this for sure can be fixed.
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Re: Early Blender 2.5 Builds
[Re: ratchet]
#272630
06/19/09 02:04
06/19/09 02:04
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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Here is some UV view : Even with BLeed value to 10 ; it dosen't bleed at all on some edges, and the seams are still present ? Even if i paint teh texture directly and go over seams, in the 3D view there is always seams ? You must be right : It must be the mipmapping ! Here is the 3D Files and texture if you want to test Download model
Last edited by ratchet; 06/19/09 02:09.
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Re: Early Blender 2.5 Builds
[Re: ratchet]
#272637
06/19/09 02:44
06/19/09 02:44
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Joined: May 2002
Posts: 7,441
ventilator
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Senior Expert
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OP
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Joined: May 2002
Posts: 7,441
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#!BPY
"""
Name: 'bleed'
Blender: 249
Group: 'Image'
Tooltip: 'extend pixels at uv-borders'
"""
import Blender
from Blender import Image
background = [1.0,1.0,1.0,1.0] # white
#--------------------------------------------------------------------------------
def clamp(x, a, b):
if x < a: return a
if x > b: return b
return x
#--------------------------------------------------------------------------------
def bleed(image, passes):
print "extending pixels..."
width, height = image.getMaxXY()
def processpixel(x, y, ox, oy, image, original):
ox = clamp(x + ox, 0, width - 1)
oy = clamp(y + oy, 0, height - 1)
c = image.getPixelF(ox, oy)
if original[oy*width+ox] and c != background:
image.setPixelF(x, y, c)
return True
return False
for p in range(passes):
print " pass", p
original = []
for y in range(height):
for x in range(width):
if image.getPixelF(x, y) == background:
original.append(False)
else:
original.append(True)
for y in range(height):
for x in range(width):
if image.getPixelF(x, y) == background:
if processpixel(x, y, 1, 0, image, original): continue
if processpixel(x, y, 0, -1, image, original): continue
if processpixel(x, y, -1, 0, image, original): continue
if processpixel(x, y, 0, 1, image, original): continue
bleed(Image.GetCurrent(), 8)
Blender.Redraw() copy this as image_bleed.py into your scripts folder. you will then have a bleed function in the image menu. the script is not very sophisticated and a bit slow but it could work. i don't think it has anything to do with the obj format.
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