Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, alibaba), 1,184 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 3 of 9 1 2 3 4 5 6 7 8 9
Re: Early Blender 2.5 Builds [Re: ratchet] #272625
06/19/09 01:45
06/19/09 01:45
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
i would also need to see the polygons in the uv-editor.

the bleed value has no effect afterwards. only during painting. so you have to try to paint over the seams again with different bleed values.

Re: Early Blender 2.5 Builds [Re: ratchet] #272628
06/19/09 01:55
06/19/09 01:55
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
so you have to try to paint over the seams again with different bleed values
It'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 smile ??

Last edited by ratchet; 06/19/09 01:56.
Re: Early Blender 2.5 Builds [Re: ratchet] #272629
06/19/09 02:00
06/19/09 02:00
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
Quote:
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.

Re: Early Blender 2.5 Builds [Re: ratchet] #272630
06/19/09 02:04
06/19/09 02:04
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
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 smile

Download model


Last edited by ratchet; 06/19/09 02:09.
Re: Early Blender 2.5 Builds [Re: ratchet] #272631
06/19/09 02:13
06/19/09 02:13
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
the white background is way too close at the upper arrow.

you have to experiment a little with bleed. it works for me but i haven't tested it yet on a more complicated model. maybe there are cases where it is buggy or doesn't work well?

Re: Early Blender 2.5 Builds [Re: ventilator] #272633
06/19/09 02:20
06/19/09 02:20
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
i think bleed is a bit buggy. it doesn't seem to have any effect with your model. you should report a bug!

i think i have a script somewhere which can do bleeding as a post processing effect. i will post it if i find it.

Re: Early Blender 2.5 Builds [Re: ventilator] #272636
06/19/09 02:35
06/19/09 02:35
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Ok thanks Ventilator !

I'll try to report a bug.

Even with post processing effect to bleed , im'not sure it will od something; caus i painted in the texture directly over edges of UV seams , and the seams was herte again ,no way !

It can comes from the import of the model in obj format.
And with a model made in Blender directly, the seams is not very visible and what we can see is only the mip mapping of Blender !

Well i'll try to export the model from Blender in 3DS Format,re import it in Blender to erase all obj import artifacts !

Re: Early Blender 2.5 Builds [Re: ratchet] #272637
06/19/09 02:44
06/19/09 02:44
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
Code:
#!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.

Re: Early Blender 2.5 Builds [Re: ventilator] #272638
06/19/09 02:57
06/19/09 02:57
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
In the mean time you can go to the uv map, select texture painting there, and you can ctrl-click to get a color ( i think) and manually bleed it.

Re: Early Blender 2.5 Builds [Re: lostclimate] #272639
06/19/09 03:16
06/19/09 03:16
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
it has something to do with your overlapping mirrored uv-islands. at those uv-borders bleed doesn't work. so it's not really a bug but more a missing feature i would say. bleed should handle such cases aswell.

(you could also simply switch off mipmapping in the blender preferences under "system & opengl". :p)

Page 3 of 9 1 2 3 4 5 6 7 8 9

Moderated by  aztec, Blink, HeelX 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1