[Bf-committers] FabricEngine Splice for Blender

2014-08-12 Thread Thomas Volkmann
FabricEngine is giving away 50(!) free licenses to studios:
http://fabricengine.com/fabric50/

With that in mind I really think Blender should become able to make use of that,
by implementing their Splice solution:
http://fabricengine.com/splice/

Any thoughts on that? Maybe we should start a fundraiser to get it implemented?
I would happily throw in a couple of bucks.
Could anyone of the developerstaff give an estimation of how much money would be
needed?

cheers,
Thomas
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Re: [Bf-committers] Build Error Cmake

2014-08-12 Thread Daniel Salazar - patazstudio.com
OK just to end this discussion and for anyone that encounters this
same problem. It was because I had march=native flags wich forced
global avx - Sergey

cheers!
Daniel Salazar
patazstudio.com


On Mon, Aug 11, 2014 at 9:39 AM, Sergey Sharybin sergey@gmail.com wrote:
 That's not a direct influence of this commit, it's some correlation between
 SIMD headers included by Cycles and SIMD headers included by CLEW, plus
 it's something caused by your CFLAGS most likely. Also the issue is
 happening in the AVX header from GCC, not in the blender files..

 So far i can't reproduce this issue on own installation of OpenSUSE, it all
 builds just fine.


 On Mon, Aug 11, 2014 at 9:33 PM, Daniel Salazar - patazstudio.com 
 zan...@gmail.com wrote:

 Hi, a follow up on this. The build error happened since
 https://developer.blender.org/rB77b7e1fe9abb882b7bd1d60f5273e03f079d8a54

 br,
 Daniel Salazar
 patazstudio.com


 On Fri, Aug 8, 2014 at 12:46 AM, Daniel Salazar - patazstudio.com
 zan...@gmail.com wrote:
  Yo, I've been getting this error on cmake on OpenSuse 12.3
 
  http://www.pasteall.org/53336
 
  cheers
 
  Daniel Salazar
  patazstudio.com
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 With best regards, Sergey Sharybin
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Re: [Bf-committers] Build Error Cmake

2014-08-12 Thread Sergey Sharybin
Well, the thing is -- i'm just not sure why the compilation error happened
and i can not reproduce it either.

All this doesn't mean there's no issues (there 's always a room for
annoying platform-specific issues) and ideally enabling such an
optimizations shouldn't cause such a bugs, so if someone experiences
similar issue or have clues what might be wrong -- please let me know :)


On Tue, Aug 12, 2014 at 6:01 PM, Daniel Salazar - patazstudio.com 
zan...@gmail.com wrote:

 OK just to end this discussion and for anyone that encounters this
 same problem. It was because I had march=native flags wich forced
 global avx - Sergey

 cheers!
 Daniel Salazar
 patazstudio.com


 On Mon, Aug 11, 2014 at 9:39 AM, Sergey Sharybin sergey@gmail.com
 wrote:
  That's not a direct influence of this commit, it's some correlation
 between
  SIMD headers included by Cycles and SIMD headers included by CLEW, plus
  it's something caused by your CFLAGS most likely. Also the issue is
  happening in the AVX header from GCC, not in the blender files..
 
  So far i can't reproduce this issue on own installation of OpenSUSE, it
 all
  builds just fine.
 
 
  On Mon, Aug 11, 2014 at 9:33 PM, Daniel Salazar - patazstudio.com 
  zan...@gmail.com wrote:
 
  Hi, a follow up on this. The build error happened since
 
 https://developer.blender.org/rB77b7e1fe9abb882b7bd1d60f5273e03f079d8a54
 
  br,
  Daniel Salazar
  patazstudio.com
 
 
  On Fri, Aug 8, 2014 at 12:46 AM, Daniel Salazar - patazstudio.com
  zan...@gmail.com wrote:
   Yo, I've been getting this error on cmake on OpenSuse 12.3
  
   http://www.pasteall.org/53336
  
   cheers
  
   Daniel Salazar
   patazstudio.com
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  --
  With best regards, Sergey Sharybin
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-- 
With best regards, Sergey Sharybin
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Re: [Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera

2014-08-12 Thread Ejner Fergo
Hi,

Can we also get a preset for the Blackmagic Production camera 4K at the
same time? I'll get some test shots from that camera later this month.

The sensor is 21.12mm x 11.88mm

I can only see the width size on the templates for cameras in Blender, why is
not displaying the height as well? Is that correct?

It is because the normal camera presets and tracking camera presets are
different. Both dimensions are present in the normal camera, while the
tracking camera only uses the width. It would be cool if the two presets
could be consolidated though, if possible.

/Ejner Fergo




On Mon, Aug 11, 2014 at 11:29 PM, Sam Vila samv...@gmail.com wrote:

 The sensor size is 12.48mm x 7.02mm.

 I can only see the width size on the templates for cameras in Blender, why
 is not displaying the height as well? Is that correct?

 The width for template of the other Blackmagic camera is 15.81mm but
 doesn't show any height. In any camera shows the height only the width.

 By the way Daniel, thanks very much for trying to commit this, it would be
 handy to have more templates for other cameras, I will try to provide more
 in the future, at least the most well known cameras.
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[Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera

2014-08-12 Thread Sam Vila
Hi Ejner,

I agree, we should have the width and the height as well, it's kind of
confusing just having one but not the other one. The 4K version would be a
good addition as well.
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Re: [Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera

2014-08-12 Thread Ejner Fergo
I don't think the tracking algorithm uses the sensor height, but as I
mentioned, the normal camera presets in the properties editor does show
both sensor width and height (horizontal/vertical sensor fit), for
calculating the horizontal and vertical FOV.

Here's the presets for the original BMCC:

Normal camera
---
import bpy
bpy.context.camera.sensor_width = 15.81
bpy.context.camera.sensor_height = 8.88
bpy.context.camera.sensor_fit = 'HORIZONTAL'
---

Tracking camera
---
import bpy
camera = bpy.context.edit_movieclip.tracking.camera

camera.sensor_width = 15.81
camera.units = 'MILLIMETERS'
camera.pixel_aspect = 1
camera.k1 = 0.0
camera.k2 = 0.0
camera.k3 = 0.0
---

I imagine it requires some bigger changes to consolidate the two presets
into one...




On Tue, Aug 12, 2014 at 6:10 PM, Sam Vila samv...@gmail.com wrote:

 Hi Ejner,

 I agree, we should have the width and the height as well, it's kind of
 confusing just having one but not the other one. The 4K version would be a
 good addition as well.
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[Bf-committers] Oculus Rift support

2014-08-12 Thread Sam Vila
Hi,

Why not include Oculus Rift support? Unreal has it, Unity has it and many
others as well. This guy is showing how to make Blender compatible with
Oculus Rift:

http://lubosz.wordpress.com/2013/06/26/oculus-rift-support-in-blender-game-engine/

Would be interesting if the Blender Foundation could grab this code and
make it part of the official releases don't you think?

Sam.
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[Bf-committers] Oculus Rift support

2014-08-12 Thread Sam Vila
Hi Mitchell,

Have a look to this:

https://github.com/lubosz/python-rift/blob/master/LICENSE

This would work for the BGE? if so do you think you could start reviewing
this and provide official support for Blender?

Appreciate your response. Thanks.
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