Daniel raises a good point here, and i'm sure there are others who need the functionality. There is another problem, lets imagine that even if PIL was available for Python3, then the user must install Python3, and PIL - what a pain and error prone process. And not very portable either since Ubuntu is going to come with its own version of Python3 that may not be compatible with whatever version blender was compiled with. The solution seems to be ctypes, and for some basic commonly used libs (like libpng for example) to be precompiled for all platforms, and distributed right along with blender by default. The ctypes python wrappers themselves do not need to be included with blender as those are likely to rapidly evolve over time, but the precompiled libs should be included - why not it will hardly inflate the download size? Scripters should not have to ship their scripts with libs compiled for every platform. It should be pretty easy to add a few extra libs to the cmake build process, i'm sure there is already so many libs that blender already uses that could be exposed by ctypes. -brett
--- On Tue, 12/14/10, Daniel Salazar - 3Developer.com <zan...@gmail.com> wrote: From: Daniel Salazar - 3Developer.com <zan...@gmail.com> Subject: Re: [Bf-committers] Getting pixel color for a vertex (the stupid way) To: "bf-blender developers" <bf-committers@blender.org> Date: Tuesday, 14 December, 2010, 11:30 PM Damn... this is bad, specially since Python 3 has no image module (PIL), there's just no way.. unless you pick a simple format like a BMP and read the data straight from file.. still procedurals would be left out. Also the Fracture Tools script need access to texture values for cracking objects based on textures and I have needed it personally. I hope this gets fixored Daniel Salazar www.3developer.com On Wed, Dec 15, 2010 at 1:19 AM, Hart's Antler <bhart...@yahoo.com> wrote: > Getting a UV texture's pixel value per vertex, the stupid way. > (this should be rewritten as a C function exposed to Python) > This script does the following hack to get the pixel value: > 1. copy the object > 2. apply a displace modifier > 3. for each RGB set the ImageTexture.<color>_factor to 1.0 and others to 0.0 > 4. for each RGB bake a mesh (apply the displace modifier) > 5. for each RGB find the difference of vertex locations > 6. apply the differences as vertex colors > > http://pastebin.com/FJWKSGBR > > for some reason the values are off and always tinted green. > > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers