New Blender viewport (early stage) and Maya comparative

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Mathaeus
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Joined: 08 Jun 2009, 19:11
Location: Zagreb, Croatia

Re: New Blender viewport (early stage) and Maya comparative

Post by Mathaeus » 17 Jul 2015, 11:51

luceric wrote:
For LSCM unwrapping, Blender simply integrated a premade library called OpenNL library, developed by Inria two years prior, copy/paste as it always does with things, and this is absolutely not a blender development.
On Road Kill site, author said: ''LSCM and ABF code taken from Blender 2.41 and 2.42'', so, I think it still has something with Blender development. Nit picking, but real question is, why XSI had no mentioned unwrapper.....
Just to add another helper from open source side - around XSI 5, when I figured out how disastrous nothing is a built renderer ( and no one alternative in these times), I was ready to forget the Softimage and everything related - but, found a compromise to go back to POV-Ray for radiosity stills, ( also to change interests and avoid any rendering).
So it was an open source, again, which helped me to even accept (or exactly, forget) the XSI rendering ''concepts''.

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Nizar
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Joined: 30 May 2010, 20:54

Re: New Blender viewport (early stage) and Maya comparative

Post by Nizar » 18 Jul 2015, 17:45

New build and new test (129.000.000 polygons ), seems the zoom bug fixed



same maya scene test


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bb3d
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Location: Berlin

Re: New Blender viewport (early stage) and Maya comparative

Post by bb3d » 18 Jul 2015, 20:30

In my experience, just rotating around objects in the viewport is already faster in Blender than it is in Softimage, but EDITING complex meshes is a completely different story, this is what they have to improve in Blender and I am optimistic, that they will be successful.
luceric wrote:Maybe they should call it the "HQ Viewport"
This would be an appropriate name if switching to that viewport would take approx 15 minutes, producing lots of error messages and then displaying most of the shaders incorrectly, in addition to a noisy, buggy, ugly AO at approx 2 FPS.

luceric
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Joined: 21 Jun 2009, 22:08

Re: New Blender viewport (early stage) and Maya comparative

Post by luceric » 18 Jul 2015, 23:54

luceric wrote:Maybe they should call it the "HQ Viewport"
This would be an appropriate name if switching to that viewport would take approx 15 minutes, producing lots of error messages and then displaying most of the shaders incorrectly, in addition to a noisy, buggy, ugly AO at approx 2 FPS.
it's still early! ;)

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Draise
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Re: New Blender viewport (early stage) and Maya comparative

Post by Draise » 20 Jul 2015, 01:08

Nice, what build is the latest one with that viewport optimization?