BEER Development Update #19
Malt Weekly Report (November 6) Rewrote the mesh loading code in c++. Massive improvement in scene loading and mesh editing performance. (The c++ code is...
Malt Weekly Report (November 6) Rewrote the mesh loading code in c++. Massive improvement in scene loading and mesh editing performance. (The c++ code is...
Show notes: Please support the show: https://www.patreon.com/BlendernprHelp us offset the cost of producing this show. 📰 The news: LANPR (Line art) development update: https://wiki.blender.org/wiki/User:Yiming/LineArt_Development_Log_2020_10 🏊...
Malt Weekly Report (October 16) Point Light ShadowMaps and CubeMaps support. Configurable ShadowMap Resolution from the scene settings and dynamic scene light count. Shadow object...
Malt Weekly Report (October 9) We now distribute Malt preinstalled with Blender on Github. Toon and Anisotropic shading. CubeMaps support and Initial work on Point...
Malt Weekly Report (September 25) Implemented the most common diffuse (Lambert, Oren-Nayar, Burley) and specular (Phong, Blinn-Phong, GGX, Beckman, Cook-Torrance) shading models (Shading/ShadingModels.glsl).I also added...
Malt Weekly Report (September 18) Finished and published cascaded sun shadow maps. Improved Super-Sampling quality. Rimlights and Fresnel. Removed GLM to solve related crashes. We...
Malt Weekly Report (September 11) Finished and published spot shadow maps. Cascaded sun shadow maps. (Not published yet, should be ready early next week) GLM...
Malt Weekly Report (September 4) Brute force line rendering. (better quality at a lower performance) (Max Line Width can be changed in Scene Settings) Improved...