<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Particle Documentation Begun</title>
	<atom:link href="http://www.blendernation.com/particle-documentation-begun/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/particle-documentation-begun/</link>
	<description>Fresh Blender News, Every Day</description>
	<lastBuildDate>Sun, 22 Nov 2009 01:06:38 +0100</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.6</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: ysvry</title>
		<link>http://www.blendernation.com/particle-documentation-begun/comment-page-1/#comment-121651</link>
		<dc:creator>ysvry</dc:creator>
		<pubDate>Sat, 23 Jun 2007 02:37:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/21/particle-documentation-begun/#comment-121651</guid>
		<description>newtonian is good name einsteinian isnt relevant in 3d as time is already relative. 
What i didnt see is a mass variable so particles could react with each other and transmit energy accordin to angle and speed of collision. doesnt need to be physically acurate( just use integers) as long as it gives artistically good results. Just my 2 cnts. keep up the good work.</description>
		<content:encoded><![CDATA[<p>newtonian is good name einsteinian isnt relevant in 3d as time is already relative.<br />
What i didnt see is a mass variable so particles could react with each other and transmit energy accordin to angle and speed of collision. doesnt need to be physically acurate( just use integers) as long as it gives artistically good results. Just my 2 cnts. keep up the good work.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ysvry</title>
		<link>http://www.blendernation.com/particle-documentation-begun/comment-page-1/#comment-121634</link>
		<dc:creator>ysvry</dc:creator>
		<pubDate>Sat, 23 Jun 2007 02:15:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/21/particle-documentation-begun/#comment-121634</guid>
		<description>&quot;an option to change the &quot;frame&quot; by the angle of rotation &quot; that would be cool good for example a forest full of fake 3d billboard trees maybe you could add a generate bitmap option from selected object (with a slider for angle , from all sides, horizontally or vertically and pixel size per frame.) so you can automatically replace the objects with the particle generated billboards, that would be great for things in the distance, maybe there could even be a system that automatically swaps between 3d and 2d representation of the object acording to a preset variable.
I hope to see this new particle soon in the main build.
thx for the great work Jahka.</description>
		<content:encoded><![CDATA[<p>&#034;an option to change the &#034;frame&#034; by the angle of rotation &#034; that would be cool good for example a forest full of fake 3d billboard trees maybe you could add a generate bitmap option from selected object (with a slider for angle , from all sides, horizontally or vertically and pixel size per frame.) so you can automatically replace the objects with the particle generated billboards, that would be great for things in the distance, maybe there could even be a system that automatically swaps between 3d and 2d representation of the object acording to a preset variable.<br />
I hope to see this new particle soon in the main build.<br />
thx for the great work Jahka.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Howitzer</title>
		<link>http://www.blendernation.com/particle-documentation-begun/comment-page-1/#comment-121580</link>
		<dc:creator>Howitzer</dc:creator>
		<pubDate>Fri, 22 Jun 2007 21:51:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/21/particle-documentation-begun/#comment-121580</guid>
		<description>Yay!  Took me forever to figure out how to make dynamic hair with that thing.</description>
		<content:encoded><![CDATA[<p>Yay!  Took me forever to figure out how to make dynamic hair with that thing.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Apollos</title>
		<link>http://www.blendernation.com/particle-documentation-begun/comment-page-1/#comment-121509</link>
		<dc:creator>Apollos</dc:creator>
		<pubDate>Fri, 22 Jun 2007 19:19:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/21/particle-documentation-begun/#comment-121509</guid>
		<description>jahka: you are a gift to blender lovers everywhere, beautifully wrapped.</description>
		<content:encoded><![CDATA[<p>jahka: you are a gift to blender lovers everywhere, beautifully wrapped.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: jahka</title>
		<link>http://www.blendernation.com/particle-documentation-begun/comment-page-1/#comment-121351</link>
		<dc:creator>jahka</dc:creator>
		<pubDate>Fri, 22 Jun 2007 10:13:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/21/particle-documentation-begun/#comment-121351</guid>
		<description>Apollos: this texture segmentation is indeed allready included for billboard visualization (split uvs) and in my next commit to the branch there will also be an option to change the &quot;frame&quot; by the angle of rotation (idea from http://www.etereaestudios.com/training_img/bosque100polys/bosque100polys.htm). There is a sort of limitation in the way animated textures are handled so that directly using movies/sequences with different timing doesn&#039;t work, but I am trying to figure out ways to circle around this limitation.</description>
		<content:encoded><![CDATA[<p>Apollos: this texture segmentation is indeed allready included for billboard visualization (split uvs) and in my next commit to the branch there will also be an option to change the &#034;frame&#034; by the angle of rotation (idea from <a href="http://www.etereaestudios.com/training_img/bosque100polys/bosque100polys.htm)" rel="nofollow">http://www.etereaestudios.com/training_img/bosque100polys/bosque100polys.htm)</a>. There is a sort of limitation in the way animated textures are handled so that directly using movies/sequences with different timing doesn&#039;t work, but I am trying to figure out ways to circle around this limitation.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Apollos</title>
		<link>http://www.blendernation.com/particle-documentation-begun/comment-page-1/#comment-121154</link>
		<dc:creator>Apollos</dc:creator>
		<pubDate>Thu, 21 Jun 2007 23:43:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/21/particle-documentation-begun/#comment-121154</guid>
		<description>This is good news.

One of the limitations I encountered with the old system was that video or sequences applied as textures to the particles did not keep independent time. Instead of every particle displaying a frame of the sequence depending on its birth, every emitted particle displayed the same frame of the sequence at the same time.

I didn&#039;t notice anything in the wiki about this, so I don&#039;t know if it&#039;s being addressed or what not. However this limitation is not exclusive to Blender, and I&#039;ve seen it in game engines before.

The solution has been to allow for segmented textures, say a single 1024x1024 image segmented into 64 or 128 pixels each. This has been used to allow a particle to display an independent &quot;frame&quot; of a segmented texture relative to it&#039;s time of birth/death. 

I hope to see something like this eventually, if it&#039;s not being added already.</description>
		<content:encoded><![CDATA[<p>This is good news.</p>
<p>One of the limitations I encountered with the old system was that video or sequences applied as textures to the particles did not keep independent time. Instead of every particle displaying a frame of the sequence depending on its birth, every emitted particle displayed the same frame of the sequence at the same time.</p>
<p>I didn&#039;t notice anything in the wiki about this, so I don&#039;t know if it&#039;s being addressed or what not. However this limitation is not exclusive to Blender, and I&#039;ve seen it in game engines before.</p>
<p>The solution has been to allow for segmented textures, say a single 1024&#215;1024 image segmented into 64 or 128 pixels each. This has been used to allow a particle to display an independent &#034;frame&#034; of a segmented texture relative to it&#039;s time of birth/death. </p>
<p>I hope to see something like this eventually, if it&#039;s not being added already.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: bjzaba</title>
		<link>http://www.blendernation.com/particle-documentation-begun/comment-page-1/#comment-121147</link>
		<dc:creator>bjzaba</dc:creator>
		<pubDate>Thu, 21 Jun 2007 23:16:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/21/particle-documentation-begun/#comment-121147</guid>
		<description>Wow, so you can do flocking simulations with the update?!</description>
		<content:encoded><![CDATA[<p>Wow, so you can do flocking simulations with the update?!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Josh</title>
		<link>http://www.blendernation.com/particle-documentation-begun/comment-page-1/#comment-121096</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Thu, 21 Jun 2007 21:18:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/21/particle-documentation-begun/#comment-121096</guid>
		<description>Just a quick question...Why no Linux build?</description>
		<content:encoded><![CDATA[<p>Just a quick question&#8230;Why no Linux build?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: epat</title>
		<link>http://www.blendernation.com/particle-documentation-begun/comment-page-1/#comment-121008</link>
		<dc:creator>epat</dc:creator>
		<pubDate>Thu, 21 Jun 2007 17:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/21/particle-documentation-begun/#comment-121008</guid>
		<description>@tom:
the particles rewrite is currently being maintained as a seperate branch of blender SVN as far as I&#039;m aware.
-epat.</description>
		<content:encoded><![CDATA[<p>@tom:<br />
the particles rewrite is currently being maintained as a seperate branch of blender SVN as far as I&#039;m aware.<br />
-epat.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Peder</title>
		<link>http://www.blendernation.com/particle-documentation-begun/comment-page-1/#comment-120916</link>
		<dc:creator>Peder</dc:creator>
		<pubDate>Thu, 21 Jun 2007 14:35:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/21/particle-documentation-begun/#comment-120916</guid>
		<description>Hmmm... damn the slow page update....</description>
		<content:encoded><![CDATA[<p>Hmmm&#8230; damn the slow page update&#8230;.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
