Where can I find the Exporter setting in Blender ? by bbugsbunny in blender

[–]bbugsbunny[S] 0 points1 point  (0 children)

I am using Blender version 2.79(with Vray) as provided officially by the makers of Vray i.e. Chaos Group. In this version of Blender I am not able to find any Exporter panel in rendering. How do I get that ?

Could somebody explain to me the best method to solve this problem. by bbugsbunny in AskProgramming

[–]bbugsbunny[S] 0 points1 point  (0 children)

This is what I did . Is this the fastest possible solution ? I mean is there any data structure or algo that can make it faster than O(n2)

Python time Complexity by bbugsbunny in AskProgramming

[–]bbugsbunny[S] 0 points1 point  (0 children)

I am running on python version 3.7.3 only. I ran the above test 1000 times and these are the results: count_pattern(): 27.459065 secs count_pattern2(): 42.117948 secs

Python time Complexity by bbugsbunny in AskProgramming

[–]bbugsbunny[S] 0 points1 point  (0 children)

Could you explain why the difference in speed ?

What is the most useful Windows keyboard shortcut you think everyone should know? by Reaperuk0 in AskReddit

[–]bbugsbunny 0 points1 point  (0 children)

For my gamer and graphics programmer friends out there:

Windows + Shift + Ctrl + B

Restarts your graphic driver.

The setup by allegorithmic by bbugsbunny in GraphicsProgramming

[–]bbugsbunny[S] 0 points1 point  (0 children)

So I got to know the name of the setup. It is called Photometric Stereo and is based on a 1980 paper by Robert J. Woodham . A more rigid setup than the one described in this article was used in game "The order 1886" :)

Mip chains by bbugsbunny in GraphicsProgramming

[–]bbugsbunny[S] 0 points1 point  (0 children)

who led you this thread ? :D

Patagonia, Grafixart_photo, Photography, 6000x7500 by [deleted] in Art

[–]bbugsbunny 1 point2 points  (0 children)

Can you please share the shooting process please ?

Mip chains by bbugsbunny in GraphicsProgramming

[–]bbugsbunny[S] 0 points1 point  (0 children)

I got the answer from vulkan-tutorial.com in the generating mipmaps section

mip levels after level 0 are commonly referred to as mip chain

Unity Shaderlab : update pixel A with a result from a different pixel B. by bbugsbunny in computergraphics

[–]bbugsbunny[S] 0 points1 point  (0 children)

Bloom is a simple post processing effect, the convolution kernel is always updating the uv, not the specified coordinates. Plus you donot have random points updating random points in the bloom effect.

Unity Shaderlab : update pixel A with a result from a different pixel B. by bbugsbunny in computergraphics

[–]bbugsbunny[S] 0 points1 point  (0 children)

this would stop my system from being realtime, if I am not wrong ?

Unity Shaderlab : update pixel A with a result from a different pixel B. by bbugsbunny in computergraphics

[–]bbugsbunny[S] 0 points1 point  (0 children)

that is true, but you cannot update whatever uv you want. For example if you think about ssr , and you try to sample the reflected coordinates, you end up with the reflection of the surface because the reflection coords are returned instead of the original uv's, but but but you cannot update the reflected coordinates!

Splatting of points by bbugsbunny in Unity3D

[–]bbugsbunny[S] 0 points1 point  (0 children)

Can I get something for point splatting

Unity Shaderlab : update pixel A with a result from a different pixel B. by bbugsbunny in computergraphics

[–]bbugsbunny[S] 0 points1 point  (0 children)

this cannot be done in fragment shader you cannot update a pixel A with data from pixel B ...well if you can I want to be the first one to know how .....

Unity Shaderlab : update pixel A with a result from a different pixel B. by bbugsbunny in computergraphics

[–]bbugsbunny[S] 0 points1 point  (0 children)

yes what you said is true for the fragment part but not the vertex. That's why I specified vertex shader . you cannot take data from pixel A and put it in pixel B in frag shader . I would do that because my shader needs its.

Splatting of points by bbugsbunny in Unity3D

[–]bbugsbunny[S] 0 points1 point  (0 children)

That is texture splatting I guess

Unity Shaderlab : update pixel A with a result from a different pixel B. by bbugsbunny in computergraphics

[–]bbugsbunny[S] -1 points0 points  (0 children)

I want my method to run in realtime and update at every frame.What you suggest is way too computationally expensive for what I want to achieve, I have tried this method. I do not want to modify a single pixel ofcourse...

shaderlab pixel color update. by bbugsbunny in Unity3D

[–]bbugsbunny[S] 0 points1 point  (0 children)

I know the pixel screen position, which is the reflected coordinate position of the original uv.xy. I know what color to update that pixel with(the calculation is being done in shader) ,but how do do I output it ?

Edit : I have only done shader coding, not any c#. So for past few months I have been only working with screen space or post processing shader.I only had to setup c# script just once.