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	<title>Comments on: Experimental: Reflection Node, Image Based Lighting</title>
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	<link>http://www.blendernation.com/experimental-reflection-node-image-based-lighting/</link>
	<description>Fresh Blender News, Every Day</description>
	<lastBuildDate>Sat, 21 Nov 2009 19:26:28 +0100</lastBuildDate>
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		<title>By: Seb Pelan</title>
		<link>http://www.blendernation.com/experimental-reflection-node-image-based-lighting/comment-page-1/#comment-211039</link>
		<dc:creator>Seb Pelan</dc:creator>
		<pubDate>Fri, 30 Nov 2007 00:15:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/28/experimental-reflection-node-image-based-lighting/#comment-211039</guid>
		<description>Lovely. I really really really hope an experimental build shows up soon!</description>
		<content:encoded><![CDATA[<p>Lovely. I really really really hope an experimental build shows up soon!</p>
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		<title>By: shul</title>
		<link>http://www.blendernation.com/experimental-reflection-node-image-based-lighting/comment-page-1/#comment-210805</link>
		<dc:creator>shul</dc:creator>
		<pubDate>Thu, 29 Nov 2007 13:58:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/28/experimental-reflection-node-image-based-lighting/#comment-210805</guid>
		<description>@matt: ok, I was referring to nodes which can be applied in render time on the whole image (or parts of it) while using render information and not only compositing at the end.</description>
		<content:encoded><![CDATA[<p>@matt: ok, I was referring to nodes which can be applied in render time on the whole image (or parts of it) while using render information and not only compositing at the end.</p>
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	<item>
		<title>By: Ben</title>
		<link>http://www.blendernation.com/experimental-reflection-node-image-based-lighting/comment-page-1/#comment-210733</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Thu, 29 Nov 2007 11:12:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/28/experimental-reflection-node-image-based-lighting/#comment-210733</guid>
		<description>Great news for someone who has been looking into hdri and ibl a fair bit recently. Incidentally, the noise problem with AO and IBL in 2.45 can be helped a lot by setting the &quot;filter&quot; setting in the texture panel to 1.5-ish. That blurs it all out a bit and helps heaps. (I forgot who posted that on BA, but big kudos to them).

http://uploader.polorix.net//files/12/hdriSetup1.blend

That is a really simple setup with what I stated, packed with a really simple hdri. AO Samples set to 16, so there is still a major speed issue doing it this way, but it works quite well.

All the best Matt with the coding!</description>
		<content:encoded><![CDATA[<p>Great news for someone who has been looking into hdri and ibl a fair bit recently. Incidentally, the noise problem with AO and IBL in 2.45 can be helped a lot by setting the &#034;filter&#034; setting in the texture panel to 1.5-ish. That blurs it all out a bit and helps heaps. (I forgot who posted that on BA, but big kudos to them).</p>
<p><a href="http://uploader.polorix.net//files/12/hdriSetup1.blend" rel="nofollow">http://uploader.polorix.net//files/12/hdriSetup1.blend</a></p>
<p>That is a really simple setup with what I stated, packed with a really simple hdri. AO Samples set to 16, so there is still a major speed issue doing it this way, but it works quite well.</p>
<p>All the best Matt with the coding!</p>
]]></content:encoded>
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	<item>
		<title>By: Buba</title>
		<link>http://www.blendernation.com/experimental-reflection-node-image-based-lighting/comment-page-1/#comment-210640</link>
		<dc:creator>Buba</dc:creator>
		<pubDate>Thu, 29 Nov 2007 07:03:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/28/experimental-reflection-node-image-based-lighting/#comment-210640</guid>
		<description>Thank you very much for your answers.</description>
		<content:encoded><![CDATA[<p>Thank you very much for your answers.</p>
]]></content:encoded>
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	<item>
		<title>By: Tynach</title>
		<link>http://www.blendernation.com/experimental-reflection-node-image-based-lighting/comment-page-1/#comment-210547</link>
		<dc:creator>Tynach</dc:creator>
		<pubDate>Thu, 29 Nov 2007 05:36:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/28/experimental-reflection-node-image-based-lighting/#comment-210547</guid>
		<description>Oh, so is this the method used in Nexuiz when you turn on &quot;use HDRI lighting&quot;? If this is meant for realtime rendering, might this be incorporated into the Blender game engine?</description>
		<content:encoded><![CDATA[<p>Oh, so is this the method used in Nexuiz when you turn on &#034;use HDRI lighting&#034;? If this is meant for realtime rendering, might this be incorporated into the Blender game engine?</p>
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		<title>By: Jon</title>
		<link>http://www.blendernation.com/experimental-reflection-node-image-based-lighting/comment-page-1/#comment-210060</link>
		<dc:creator>Jon</dc:creator>
		<pubDate>Wed, 28 Nov 2007 13:53:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/28/experimental-reflection-node-image-based-lighting/#comment-210060</guid>
		<description>Thanks for clarifying Matt. It means this is awesome development work. Good image based lighting would be a great leap forward for Blender. You da man!</description>
		<content:encoded><![CDATA[<p>Thanks for clarifying Matt. It means this is awesome development work. Good image based lighting would be a great leap forward for Blender. You da man!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matt</title>
		<link>http://www.blendernation.com/experimental-reflection-node-image-based-lighting/comment-page-1/#comment-210055</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Wed, 28 Nov 2007 13:37:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/28/experimental-reflection-node-image-based-lighting/#comment-210055</guid>
		<description>Not really.. It&#039;s kinda possible to do it in 2.45, using the AO &#039;sky texture&#039; option. However in practise, the results are next to useless, it&#039;s extremely noisy. The new QMC AO thats&#039;s in Blender SVN versions at the moment is much better ( http://mke3.net/blender/devel/raytracing/sphere_vs_hammersley_ibl-h264.mov - left is 2.45 AO, right is Constant QMC) but it&#039;s still quite slow.</description>
		<content:encoded><![CDATA[<p>Not really.. It&#039;s kinda possible to do it in 2.45, using the AO &#039;sky texture&#039; option. However in practise, the results are next to useless, it&#039;s extremely noisy. The new QMC AO thats&#039;s in Blender SVN versions at the moment is much better ( <a href="http://mke3.net/blender/devel/raytracing/sphere_vs_hammersley_ibl-h264.mov" rel="nofollow">http://mke3.net/blender/devel/raytracing/sphere_vs_hammersley_ibl-h264.mov</a> &#8211; left is 2.45 AO, right is Constant QMC) but it&#039;s still quite slow.</p>
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	<item>
		<title>By: Jon</title>
		<link>http://www.blendernation.com/experimental-reflection-node-image-based-lighting/comment-page-1/#comment-210051</link>
		<dc:creator>Jon</dc:creator>
		<pubDate>Wed, 28 Nov 2007 13:24:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/28/experimental-reflection-node-image-based-lighting/#comment-210051</guid>
		<description>Sorry. I think my question above was a bit dumb. I guess Matt&#039;s work has been to create the first way of doing image based lighting. Is that correct?</description>
		<content:encoded><![CDATA[<p>Sorry. I think my question above was a bit dumb. I guess Matt&#039;s work has been to create the first way of doing image based lighting. Is that correct?</p>
]]></content:encoded>
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	<item>
		<title>By: Jon</title>
		<link>http://www.blendernation.com/experimental-reflection-node-image-based-lighting/comment-page-1/#comment-210044</link>
		<dc:creator>Jon</dc:creator>
		<pubDate>Wed, 28 Nov 2007 13:19:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/28/experimental-reflection-node-image-based-lighting/#comment-210044</guid>
		<description>Is there currently any way of doing image based lighting (with or without HDRI light probes) in Blender 2.45. Even if it&#039;s faking it. And if so does anyone know of any tutorials or guides? Thanks gurus.</description>
		<content:encoded><![CDATA[<p>Is there currently any way of doing image based lighting (with or without HDRI light probes) in Blender 2.45. Even if it&#039;s faking it. And if so does anyone know of any tutorials or guides? Thanks gurus.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matt</title>
		<link>http://www.blendernation.com/experimental-reflection-node-image-based-lighting/comment-page-1/#comment-210041</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Wed, 28 Nov 2007 13:13:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/11/28/experimental-reflection-node-image-based-lighting/#comment-210041</guid>
		<description>Buba, I&#039;ll post a patch when it&#039;s ready. I have some other priorities at the present though, so it may be a little while until I can finish it off. It&#039;s currently working as a panel in the world buttons, where you (will be) able to choose a blender image block to prefilter, or just use an image from one of the world texture channels. It will only work with images in the &#039;Angular Map&#039; or &#039;LatLong Panorama&#039; layout (you can convert to and from these in HDRShop).

shul, I&#039;m not sure what you mean. The raytrace node is a material node, it controls the material that gets rendered.</description>
		<content:encoded><![CDATA[<p>Buba, I&#039;ll post a patch when it&#039;s ready. I have some other priorities at the present though, so it may be a little while until I can finish it off. It&#039;s currently working as a panel in the world buttons, where you (will be) able to choose a blender image block to prefilter, or just use an image from one of the world texture channels. It will only work with images in the &#039;Angular Map&#039; or &#039;LatLong Panorama&#039; layout (you can convert to and from these in HDRShop).</p>
<p>shul, I&#039;m not sure what you mean. The raytrace node is a material node, it controls the material that gets rendered.</p>
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