Technical test renders

I collected some of my old renders that I’ve done during the development
of a render plugin I actively developed for many years.
They are test renders of specific features that I implemented.

These where made during the development of Luxrender 3dsmax plugin.

Metal \ Glass IOR

test_lux_glass_gold_render

Metal \ Glass \ Glossy material

test_render_some_stuffMetal \ Glass \ Glossy material

test_render
DOF (depth of field test) and again – glass and glossy (I love that)

abstract_by_stig_atle

Testing of DOF and metal \ glass shaders, and ‘Matte’ shader

glass_env_ior_dof_clean_render

Showing the difference between light ‘architectural’ glass and regular glass with IOR (arch glass on the right).  lux_ior_works_again

Shader test, metal \ carpaint and translucent shader test.lux07_mat_test
Again a extreme DOF test.
luxout_2
Here I implemented UV mapping (flipped up side down for test).
luxout

Showing that you can load ‘metal data’ and render physically correct metal (nk data).nxdata_clean_render

Diaspora

diasporapodno

I’m one of those people who always complains about social media and how they own your data and such.
So I decided to do something about it (besides complain), so now I’ve set up a Diaspora pod that anyone who wants can use.

Diaspora is social media, but you own the data, there are no ads, no tracking etc, you are free to register as anyone you want.
The servers are distributed, meaning there are not ‘1’ server, but many servers who talks together sharing statuses.
You have very fine control over who gets to see what, no hidden ‘security’ features that are hard to find.You can also easily download all your data and delete your account if you want.

The url is : https://diasporapod.no

Customizing blender by compiling from source

There is one small issue in blender that I’ve really disliked, and that is the rounded corners on every GUI item.
I absolutely hate rounded corners, I like it straight and flat.
So today I hunted it down in the source code and fixed it, that’s the beauty of open source – fix it yourself.

You can see the difference in the screen shot here :

remove-round-cornersLeft side is the rounded corners, right side is the GUI with my fix.

The patch has been submitted:
https://developer.blender.org/D2178

How to find the multipitch route in Åmli at Trogfjell.

11 pitches, 6- grade at the crux, note that several pitches are relatively short in length, that’s why there is 11 pitches, and you can easily walk down the trail from the top when done climbing.

I’ve been climbing a lot at ‘Trogfjell’ in Åmli in South Norway, I heard about the route from a climbing buddy some years ago, I found no info about it, and others have asked me recently as well about it, so I decided to write a bit about it and show where to find the start of the route.

First you simply drive to Åmli ‘city’ center, if you come from south (Kristiansand \ Arendal) then you drive through the city center and drive across the bridge over the river, there is really just 1 bridge there, so you cannot miss it.

When you are over the bridge, go to the right about 50 meters, park by the museum there (white building with parking lot). When you have parked there you’ll see a big sign straight across the road which says ‘Trogfjell’..

That is where the trail starts.

Pack up your gear and head up the trail, follow the path until you reach 3 small open cabins, when you see those you will have to walk straight towards the mountain, there is really no obvious trail there, so just try and find the best path through the brush.

You will then reach a steep incline with boulders, and you’ll see the bottom of the mountain as a clearing, that’s where the route starts.

Sorry for being a bit vague, but there is honestly no obvious way of finding it.

I have marked a map with P for parking, and ‘C’ for cabin (more like a open shelter type thing).

Map location on this link:
https://www.google.no/maps/@58.7719769,8.481732,1549m/data=!3m1!1e3?hl=en

åmli trogfjell path

There is really just 1 bolted route there, its something around 6- at the hardest, its not steep, but at some places it’s really not much to hold on to, bolts are frequent, and some pitches are really short, so it’s a very good place to go if you are trying your first multi-pitch route.

The way down is also easy, because you can just walk the trail back down (walk to the left when you reach the top..)

Here is a view from the mountain, that helps a lot to understand where it is located.
(P = Towards parking, C = cabin)
frommountain

Blender – wireframe on shaded

There is one thing I really missed when switching from 3dsmax to blender, and that was wire-frame on shaded view-port mode.

This is one feature I used in 3dsmax all the time, for blender you can get the same by installing this script:
http://www.pasteall.org/57345/python

If you are new to installing scripts, then create a file, for example ‘wireshaded.py’, then copy the text and paste it in there, make sure the indentation is correct, then go to blender’s settings\addons window, select .’install from file’, then point to your script file, enable the listed addon, then click ‘save user settings’.
installwireshaded
You can then toggle the wire-frame on shaded mode by going to the object menu, then select ‘Toggle Wire’.

Here is a screenshot of it when it’s enabled:

wireshaded

Steam games for windows that works with Wine on Linux

I frequently test and install games that are in my steam library through wine.
I run wine-staging on debian testing.

I have compiled a list of those who worked, and those that did not, I have included a steam link to each game
so that you easily can go buy\view them.
I update with new games frequently, I tag them with a date too so that you see when it was last updated easily.
I figured I might as well post it here as well, maybe someone finds it useful.

Games that work:
Underrail

Graviteam Tactics: Operation Star
Battle academy
Close Combat – gateway to caen
Devil Daggers
Divine divinity
Beyond divinity
endless space
Exanima
Frontline : road to moscow
legend of grimrock II
supreme ruler 1936
supreme ruler ultimate
qvadriga
Spintires
star ruler 2
Rise of prussia gold
1953 – KGB Unleashed
Arklash: Legacy
MX vs. ATV Reflex
SanctuaryRPG Black edition
Starseed pilgrim
VVVVVV
Avadon 2: The corruption
Avdon: The black fortress
Avernum 4
Avernum 5
Avernum 6
Avernum escape from the pit
ship simulator extremes – works with nvidia card, and not on ATI card.

–Updated 12.Nov.2016
The Forest
panzer corps
Stranded deep

–Updated 8.May 2017
Sid Meier’s Civilization III Complete

–Updated 10.May 2017
Dungeon of the Endless
E.Y.E Divine Cybermancy
endless legend
Rise of Prussia Gold
Fallout: New Vegas

–Updated 13.May 2017
Victoria 2 – see notes in comments on how to make it work.
Sid Meier’s Civilization IV: Colonization
Sid Meier’s Civilization IV
Perpetuum
Rogue System
fallout tactics
Fallout 2
Dead space (works, but choppy glitchy audio)

–Updated 03.June 2017
Sniper Elite V2
inquisitor – works in wine-staging.
Hearts of iron III – works in wine-staging
SuperPower 2 steam edition
Sins of a solar empire: rebellion
Spelunky

–Updated 11.Nov 2017
The Elder Scrolls III : Morrowind
Polaris sector
Oddworld: Abe’s Oddysee


Games that did not work:

Unclaimed world – crash on launch.
enemy front – crashed during intro, complained about video card.
Galactic Civilizations III – failed to start, missing executable error
Meridian: new world – crash on launch
Out there somewhere – crash on launch
Quake 1 – winsock error during start.
starpoint Gemini 2 – failes to launch crashes.
strategic war in europe – same error as above
stardrive 2 – crash on launch
Eador. Masters of the broken world – fails during initial setup.
off-road drive – does not launch because of .net install.
Operation flashpoint : dragon rising – did not launch

–Updated 12.Nov.2016
DayZ – dependency fails to install, causing game not to launch.

–Updated 8.May 2017
The witcher: enhanced edition – graphical glitches on characters.
Miasmata

The quest for cross-platform work-flow follow-up

I wrote a post a while ago, about crossplatform workflow (text editing and code editing etc).
The old post is located here: https://stigatle.no/index.php/2016/03/09/the-quest-for-cross-platform-work-flow/

After I wrote that I was still looking into other editors, and the last weeks I’ve been using Spacemacs ,
and I must admit I like that the best, I now use it both at home and at work.
And it works great on windows (which I use every now and then) and on all my linux platforms.
It even works great on my Lemote Yeelong mipsel laptop.

Also is has a huge set of plugins for anything you need, so if you are looking into editors – then you should give it a try.

Learning blender properly

After 16 years of 3dsmax every single day – I’ve started to force my self to work in blender on my own personal projects.
At work I still use 3dsmax daily, but I’ve always had an eye for blender.

The biggest reason why I find blender so intriguing is because it’s open source and free, and also it enables me to work in my favorite OS – Debian.
If something is ‘wrong’ in blender – I can fix it, if I need a tool – I can easily add it any way I like.
And the blender development is never slowing down, I can pull any version I want from source and just build it.
It’s not like the 12 month release cycle from Autodesk.

Don’t get me wrong – I still enjoy 3dsmax, but I also love the freedom blender gives me, both as a artist, and as a developer.

This is a screenshot of my current model, I’m making it from the photo you see here.
(It’s my first blender project, and is a work in progress).

3dmodel

 

I chose this model because it’s unique and fun to work with, and I enjoy mechanical rigging.

The idea is to make it photo real, and create a high-poly version, and a real-time version.
Then rig it for animation, but also for ‘real-time’ use in blender game engine \ Blend4web, so that you can drive that thing around in real-time.

 

 

Making my next plugin a blender plugin.

I’ve been thinking a lot lately, and I’ve been thinking about starting a new project that I can do for my self that is not related to Luxrender\LuxMax.

I won’t say exactly what it is yet – but it’s a new plugin.
The thing I’ve been thinking of is if I should make it for 3dsmax or blender, and I’ve decided to get more into blender now.
And I want to make my next project for that. I’ve been using linux for 6 years or so, and blender on and off for a long while.

The reason is simply that I want to learn more about the code for blender, and I’ve been working for so long in 3dsmax that I now want to code for something else, and work fully on linux (Debian).

I do not like the way windows is going (in regards with privacy and all that), and I stay away from windows as best I can, but that’s impossible if you work with 3dsmax on a daily basis.

My bread and butter comes from my daily job – I’m a project engineer at National Oilwell Varco, been there for 10 years now.
Currently I work with 3dsmax every day, and I code in c++\c# (I work with realtime simulation).
That part of my life will not change.

But at home  where I also do a lot of coding (check under ‘Software’ in the top menu) I now want to focus on more open source software, and not only 3dsmax as I’ve mostly been doing the past 6 years or so at home.

First now I’ll get blender compiled from source, dig into some of the bugs, see if I can help the blender project out a bit, then move from there and see where it takes me.

I always like to learn new things, and now I want to focus more on linux and blender.

Also – it feels really good to work on a free OS with free software.

The quest for cross-platform work-flow

It’s no secret that I still use windows for development, and I do use visual studio.
Even though I work most of my work day (at the office) in Visual Studio – I try to look at new workflows that
can benefit me both on windows and Linux.

I feel now that I have found a way for me to do this.

I ended up installing Babun on windows , and then install spf13-vim on top of that.
That gives me a great shell to work in on windows, and it gives the exact same feel as if I was on linux,
on linux I use spf13-vim directly in a regular terminal.

I then use this for editing and writing code, both on windows and linux.

I have not yet set up so that I can compile with visual studio through it,
so I just compile in VS (refresh the project when needed, then compile).
But I will look into this as well.

The vim key bindings takes some time to get used to, but the documentation is very good, so you can easily figure out
the various commands for doing things.