[Bf-committers] new UV test grid

2010-03-15 Thread Hubert Niećko
hi
some time ago I get idea to make new UV test grid
http://blenderartists.org/forum/showthread.php?t=167872 but i make
only graphic.
now I thought to ask developers what they think about this idea, so I
go to #blendercoders, I talked with ideasman, He told me that there
"houndrets of idea but only few devs" and ask me can I write this in
python, so i try wrote it http://www.pastebin.org/113269
by default it renders on image in UV editor (read lines 60-61)
its little slow in big resolutions :( and don't have letters and numbers

cheers hubert (szczuro) niecko
ps. sorry for my English
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Re: [Bf-committers] new UV test grid

2010-03-15 Thread Roger Wickes
dziekuję! 
 --Roger


Check out my website at www.rogerwickes.com for a good deal on my book and 
training course, as well as information about my latest activities. Use coupon
Papasmurf for $15 off!





From: Hubert Niećko 
To: bf-committers@blender.org
Sent: Mon, March 15, 2010 11:27:27 AM
Subject: [Bf-committers] new UV test grid

hi
some time ago I get idea to make new UV test grid
http://blenderartists.org/forum/showthread.php?t=167872 but i make
only graphic.
now I thought to ask developers what they think about this idea, so I
go to #blendercoders, I talked with ideasman, He told me that there
"houndrets of idea but only few devs" and ask me can I write this in
python, so i try wrote it http://www.pastebin.org/113269
by default it renders on image in UV editor (read lines 60-61)
its little slow in big resolutions :( and don't have letters and numbers

cheers hubert (szczuro) niecko
ps. sorry for my English
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Re: [Bf-committers] new UV test grid

2010-03-15 Thread Campbell Barton
if this was converted to C it could be added into 2.5x as an option
with the current grid.
This is worth adding IMHO since you can quickly know what part of the
image the face is mapped to.

But I don't have time for this, a good one for a new developer to look into :)

On Mon, Mar 15, 2010 at 5:53 PM, Roger Wickes  wrote:
> dziekuję!
>  --Roger
>
>
> Check out my website at www.rogerwickes.com for a good deal on my book and
> training course, as well as information about my latest activities. Use coupon
> Papasmurf for $15 off!
>
>
>
>
> 
> From: Hubert Niećko 
> To: bf-committers@blender.org
> Sent: Mon, March 15, 2010 11:27:27 AM
> Subject: [Bf-committers] new UV test grid
>
> hi
> some time ago I get idea to make new UV test grid
> http://blenderartists.org/forum/showthread.php?t=167872 but i make
> only graphic.
> now I thought to ask developers what they think about this idea, so I
> go to #blendercoders, I talked with ideasman, He told me that there
> "houndrets of idea but only few devs" and ask me can I write this in
> python, so i try wrote it http://www.pastebin.org/113269
> by default it renders on image in UV editor (read lines 60-61)
> its little slow in big resolutions :( and don't have letters and numbers
>
> cheers hubert (szczuro) niecko
> ps. sorry for my English
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>
>
>
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Re: [Bf-committers] new UV test grid

2010-03-15 Thread Matt Ebb
Hi,

The previous grid [1] was also quite colourful and it got very tiring  
and difficult to work with for longer periods of time - that's why the  
current grey one was implemented :) Would be interesting to have some  
testing with this new one to see how it goes in practice. I do think  
that keeping a neutral grey would be a good thing, if some of the  
other issues can be solved too.

BTW if done in C, it's probably also possible to use the blender font  
library to draw/composite text as well.

cheers,

Matt



[1] http://wiki.blender.org/index.php/Template:Release_Notes/2.40/Image

On 16/03/2010, at 02:27 , Hubert Niećko wrote:

> hi
> some time ago I get idea to make new UV test grid
> http://blenderartists.org/forum/showthread.php?t=167872 but i make
> only graphic.
> now I thought to ask developers what they think about this idea, so I
> go to #blendercoders, I talked with ideasman, He told me that there
> "houndrets of idea but only few devs" and ask me can I write this in
> python, so i try wrote it http://www.pastebin.org/113269
> by default it renders on image in UV editor (read lines 60-61)
> its little slow in big resolutions :( and don't have letters and  
> numbers

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Re: [Bf-committers] new UV test grid

2010-03-15 Thread Hubert Niećko
Roger: did you speak polish ? or use translator? ;)

Campbell: Is there many newDev or I must become one to convert it ?

Matt: Me and several of my co-workers use version that I posted on
BlenderArtist, and we like it. In default blender 2.4x colors could be
tiring, but I think that under 2.5 default colorsheme it looks better,
at last saturation level could be given to user

I made little tweaks for better color blending and easy adjust
saturation (line44) http://www.pastebin.org/113570

hubert
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Re: [Bf-committers] new UV test grid

2010-03-15 Thread Paolo Ciccone
Actually I have to agree that color checkers can be tiring or simply not the
right answer for a given job. I do think that the patter proposed should be
included in Blender but not as a replacement, as an additional option. So
far the best, most useful pattern that I found for general texture work is
the one included in ZBrush's Texture Master:
http://www.pasteall.org/pic/show.php?id=1951

If we could have an option to select grayscale and color that would be
great.

--
Paolo Ciccone
www.preta3d.com
www.paolociccone.com



On Mon, Mar 15, 2010 at 3:32 PM, Hubert Niećko  wrote:

> Roger: did you speak polish ? or use translator? ;)
>
> Campbell: Is there many newDev or I must become one to convert it ?
>
> Matt: Me and several of my co-workers use version that I posted on
> BlenderArtist, and we like it. In default blender 2.4x colors could be
> tiring, but I think that under 2.5 default colorsheme it looks better,
> at last saturation level could be given to user
>
> I made little tweaks for better color blending and easy adjust
> saturation (line44) http://www.pastebin.org/113570
>
> hubert
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Re: [Bf-committers] new UV test grid

2010-03-15 Thread Hubert Niećko
Roger: pozdrowienia dla żony :)
to tell which way UV tex is oriented I prefer letters and numbers, as
I did in pic in BlenderArtist thread. If use arrows flipped UV faces
will not be so obvious. I didn't implemented it in python because
doing it per pixel is huge amount of work, and I think there are
easiest way to do text in C or even there is way to do this in python
but i don't know it. If there is I could try add this in python :)

Paolo: saturation slider should do exacly what you propose:
0=grayscale -> 0.5=color -> 1=more color :)
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Re: [Bf-committers] new UV test grid

2010-03-16 Thread Roger Wickes
agreed. the old grid, with the +, you could not tell. Your "chess" style grid 
is perfect.

 --Roger


Check out my website at www.rogerwickes.com for a good deal on my book and 
training course, as well as information about my latest activities. Use coupon
Papasmurf for $15 off!





From: Hubert Niećko 
To: bf-blender developers 
Sent: Tue, March 16, 2010 2:48:38 AM
Subject: Re: [Bf-committers] new UV test grid

Roger: pozdrowienia dla żony :)
to tell which way UV tex is oriented I prefer letters and numbers, as
I did in pic in BlenderArtist thread. If use arrows flipped UV faces
will not be so obvious. I didn't implemented it in python because
doing it per pixel is huge amount of work, and I think there are
easiest way to do text in C or even there is way to do this in python
but i don't know it. If there is I could try add this in python :)

Paolo: saturation slider should do exacly what you propose:
0=grayscale -> 0.5=color -> 1=more color :)
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Re: [Bf-committers] new UV test grid

2010-03-25 Thread Hubert Niećko
hi
I wrote draw char array function but it rather rough because chars are
written pixel by pixel
http://www.pastebin.org/123654
new function are highlighted in yellow
what do you think about it ?
I think I can try implement it better in C with bigger fonts etc, but
my C knowlege is rather poor (I have learned C 2-3 years ago in
college, but I didn't code much after )
what could I do to became a blender dev?

- hubert (szczuro)
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Re: [Bf-committers] new UV test grid

2010-03-25 Thread Paolo Ciccone
Forgive me if this is a FAQ but what is preventing Blender from loading a
test grid as a PNG or JPEG? In that way we don't need to convert it a C
function, we get more flexibility and the grid system can be expanded
easily.

---
Paolo Ciccone
www.preta3d.com
www.paolociccone.com

On Thu, Mar 25, 2010 at 3:42 PM, Hubert Niećko  wrote:

> hi
> I wrote draw char array function but it rather rough because chars are
> written pixel by pixel
> http://www.pastebin.org/123654
> new function are highlighted in yellow
> what do you think about it ?
> I think I can try implement it better in C with bigger fonts etc, but
> my C knowlege is rather poor (I have learned C 2-3 years ago in
> college, but I didn't code much after )
> what could I do to became a blender dev?
>
> - hubert (szczuro)
> ___
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Campbell Barton
On Thu, Mar 25, 2010 at 11:42 PM, Hubert Niećko  wrote:
> hi
> I wrote draw char array function but it rather rough because chars are
> written pixel by pixel
> http://www.pastebin.org/123654
> new function are highlighted in yellow
> what do you think about it ?
> I think I can try implement it better in C with bigger fonts etc, but
> my C knowlege is rather poor (I have learned C 2-3 years ago in
> college, but I didn't code much after )
> what could I do to became a blender dev?
>
> - hubert (szczuro)

did you see in blender 2.5 the new grid has been committed with text drawing?

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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Campbell Barton
On Fri, Mar 26, 2010 at 12:44 AM, Paolo Ciccone  wrote:
> Forgive me if this is a FAQ but what is preventing Blender from loading a
> test grid as a PNG or JPEG? In that way we don't need to convert it a C
> function, we get more flexibility and the grid system can be expanded
> easily.

This would be trivial to add, the screenshot uses an internally stored
image, but it also means you cant set the resolution which is nice to
be able to do when baking.

Procedurally generating an image isnt all that hard, so I rather do this.
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Hubert Niećko
sorry, I haven't time to check latest version :)
it looks great :) I would start counting from top left corner instead
of bottom left
i think it isn't tested well ;) in small height around 60-80 px
blender crashes (rev27764 win);)
it also gives interesting result on high resolutions when cyphers or
letters ends :)

I have several other ideas to implement, so my last question is still
open: "what could I do to became a blender dev?" ;)
-- hubert (szczuro)
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Campbell Barton
Though I didn't get a crash,
text drawing into a buffer currently doesnt check array bounds, so
even though its bad that this crashes, its just exposing a bug which
could happen in other cases too (when stamping for instance).

text drawing into a buffer just needs fixing.

On Fri, Mar 26, 2010 at 11:09 AM, Hubert Niećko  wrote:
> sorry, I haven't time to check latest version :)
> it looks great :) I would start counting from top left corner instead
> of bottom left
> i think it isn't tested well ;) in small height around 60-80 px
> blender crashes (rev27764 win);)
> it also gives interesting result on high resolutions when cyphers or
> letters ends :)
>
> I have several other ideas to implement, so my last question is still
> open: "what could I do to became a blender dev?" ;)
> -- hubert (szczuro)
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Paolo Ciccone
Campbell, I understand that but realistically there are no many resolution
that people need/use. Once you provide a 1024,2048, 4096 version you cover
the basis. But having a general system for loading the UV texture grip means
that the user will be able to add a texture of choice by simply dropping a
bitmap in a given location. That is a big plus. I know that we can load the
bitmap at any time but having a set of pre-made textures available form a
menu is a nice user-friendly feature.
Usability is all about the small, subtle things.

--
Paolo Ciccone
www.preta3d.com
www.paolociccone.com



On Fri, Mar 26, 2010 at 2:08 AM, Campbell Barton wrote:

> On Fri, Mar 26, 2010 at 12:44 AM, Paolo Ciccone 
> wrote:
> > Forgive me if this is a FAQ but what is preventing Blender from loading a
> > test grid as a PNG or JPEG? In that way we don't need to convert it a C
> > function, we get more flexibility and the grid system can be expanded
> > easily.
>
> This would be trivial to add, the screenshot uses an internally stored
> image, but it also means you cant set the resolution which is nice to
> be able to do when baking.
>
> Procedurally generating an image isnt all that hard, so I rather do this.
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Campbell Barton
Anyone can add a python extension which has a set of useful, premade
UV grid images, these can be added to the image menu but have the
disadvantage that they need to be distributed with the blend file,
though if they are only grids, its not so important.

But Id not make these default, images could take up quite a bit of
space - one image could easily be bigger then python library :),
rather stick with procedural for now.

On Fri, Mar 26, 2010 at 2:48 PM, Paolo Ciccone  wrote:
> Campbell, I understand that but realistically there are no many resolution
> that people need/use. Once you provide a 1024,2048, 4096 version you cover
> the basis. But having a general system for loading the UV texture grip means
> that the user will be able to add a texture of choice by simply dropping a
> bitmap in a given location. That is a big plus. I know that we can load the
> bitmap at any time but having a set of pre-made textures available form a
> menu is a nice user-friendly feature.
> Usability is all about the small, subtle things.
>
> --
> Paolo Ciccone
> www.preta3d.com
> www.paolociccone.com
>
>
>
> On Fri, Mar 26, 2010 at 2:08 AM, Campbell Barton wrote:
>
>> On Fri, Mar 26, 2010 at 12:44 AM, Paolo Ciccone 
>> wrote:
>> > Forgive me if this is a FAQ but what is preventing Blender from loading a
>> > test grid as a PNG or JPEG? In that way we don't need to convert it a C
>> > function, we get more flexibility and the grid system can be expanded
>> > easily.
>>
>> This would be trivial to add, the screenshot uses an internally stored
>> image, but it also means you cant set the resolution which is nice to
>> be able to do when baking.
>>
>> Procedurally generating an image isnt all that hard, so I rather do this.
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Paolo Ciccone
Campbell, sorry for belaboring this point but this issue brings up a major
point about Blender. There is a difference about what can be done: "Anyone
can add a python extension", and what should be done to improve usability of
Blender. We know that the level of user-friendliness of Blender is its major
criticism. We all know how to use Blender, how to add textures, write Python
scripts etc. This is not about how easy or hard is, for developers, to
dosomething  but how friendly Blender is "out of the box" for the average
user.
We all work to make the program usable to the public at large.
There is a point when technical considerations become secondary to what is
needed to make the program actually friendly. That is why I'm insisting on
this. I truly believe that a slight change of perspective is necessary. The
focus has to shift on the "user experience" primarily and on the technical
aspect secondarily. I know, I'm proposing "heresy" in this mailing list but
it's that kind of "heresy" that makes Apple's product such a success. It's
not different than the idea beahind Gaudi's "Sagrada Familia", the
engineering underneath is at the service of the artistic experience that the
public enjoys.

I don't care about the procedural textures. They are a minor point, although
you just have to see what happened with ZBrush's UVMaster to get an
appreciation of how people respond to that kind of user-friendliness. What
is important is to make Blender an easily approachable tool that can be
extended by the end user who doesn't know what Python or C++ is. It's
important that we stop thinking about the Blender users as fellow coders. It
takes a lot less to fire up Photoshop, or The Gimp, and make a new pattern
and drop it in a directory than do the same and then convert it to C code
and submit it as a patch. Including the fact that actually projecting the
letters in the squares has been recognized as an obstacle. Why shouldn't we
give that flexibility to the user? It's the same issue that makes installing
python extensions, for 2.49, and incredibly nerdy experience while it should
be as easily as dropping a file in a pre-determined directory. Again, this
is not about what is possible, but about how approachable the task is.

All this intended as a constructive criticism. I know that developers are
donating their time for this project and we all appreciate the excellent
work that you are doing with Blender.

Best.
--
Paolo


On Fri, Mar 26, 2010 at 7:20 AM, Campbell Barton wrote:

> Anyone can add a python extension which has a set of useful, premade
> UV grid images, these can be added to the image menu but have the
> disadvantage that they need to be distributed with the blend file,
> though if they are only grids, its not so important.
>
> But Id not make these default, images could take up quite a bit of
> space - one image could easily be bigger then python library :),
> rather stick with procedural for now.
>
>
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Roger Wickes
I think there is a compromise here, where someone was
working on a library for Blender, to be distributed with the install. 
The oldLibrary script was a BIG step in the right direction, and the effort
to make a set of settings for procedural, I am sure, could be expanded
to include a stock set of images in the various categories (UV Test grid
falls into the Abstract category). At the least, we can fold them into the
material lib distro that is already available thru Blender.org (that old one
about 8 years old but is still just as useful). 

 --Roger


Check out my website at www.rogerwickes.com for a good deal on my book and 
training course, as well as information about my latest activities. Use coupon
Papasmurf for $15 off!





From: Paolo Ciccone 
To: bf-blender developers 
Sent: Fri, March 26, 2010 11:57:58 AM
Subject: Re: [Bf-committers] new UV test grid

Campbell, sorry for belaboring this point but this issue brings up a major
point about Blender. There is a difference about what can be done: "Anyone
can add a python extension", and what should be done to improve usability of
Blender. We know that the level of user-friendliness of Blender is its major
criticism. We all know how to use Blender, how to add textures, write Python
scripts etc. This is not about how easy or hard is, for developers, to
dosomething  but how friendly Blender is "out of the box" for the average
user.
http://lists.blender.org/mailman/listinfo/bf-committers



  
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread loopduplic...@burningtoken.com
Blender is made for the professional, not for the average computer 
user.  It reminds me nothing of an Apple application and that makes me 
happy.

On 3/26/2010 8:57 AM, Paolo Ciccone wrote:
> This is (about) how friendly Blender is "out of the box" for the average
> user.
>

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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Harley Acheson
Paolo, 

You might be assuming that you are arguing for something that Campbell 
is against. That might not be the case. 

The new UV test grid (and the old one) can be created procedurally very 
easily. Therefore Blender can be shipped with these two grids without 
unnecessarily bloating the install. It shouldn’t be a problem to also add the 
ability for the user to load their own custom graphic. Campbell just doesn’t 
want to include any such images with the installation. 

Regards, Harley Acheson 

Virtual Dogsbody 
Info Tech Department 
Shawnigan Lake School 

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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Mats Holmberg
And as always, why would "made for the professional" mean that it needs to be 
userUNfriendly? The so called 'pros' who want to do things the hard way, are in 
fact no pros at all. If one does real work, one has to deal with real 
deadlines, and will appreciate everything that makes life easier.  And Apple is 
not synonymous to user friendly.

-mats

On 26.3.2010, at 18.38, loopduplic...@burningtoken.com wrote:

> Blender is made for the professional, not for the average computer 
> user.  It reminds me nothing of an Apple application and that makes me 
> happy.
> 
> On 3/26/2010 8:57 AM, Paolo Ciccone wrote:
>> This is (about) how friendly Blender is "out of the box" for the average
>> user.
>> 
> 
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Paolo Ciccone
On Fri, Mar 26, 2010 at 10:04 AM, Harley Acheson wrote:

> Paolo,
>
> You might be assuming that you are arguing for something that Campbell
> is against. That might not be the case.
>

I really didn't assume anything. I only assume that Campbell is extra busy,
we know by all the records about Blender, Durian etc. :)

And I wasn't talking about  Campbell in particular but about the development
of Blender in general. Brilliant coders, such as Ton and Campbell and
everyone improving Blender, are light-years
ahead of the user of Blender.
My post was not meant to stir up troubles and I hope we can keep a "level
head" about this. Blender is used by end users. It's a free tool. Anybody
can download it.
That doesn't mean that we have to dumb it down but we know that there are
many people who used other 3D packages professionally and they can be
stumped by Blender.
BTW, professional is a term that I see abused and misintepreted a lot. It
doesn't refer to a developer. It doesn't refer to somebody with an
incredible deep technical knowledge.
Professional means that you get paid for what you do. You program for a
living? You are a professional programmer. You get paid to flip burgers? You
are a professional burger
flipper.
The feedback to my popular "Blender Survival Guide" on Creative COW
highlighted the needs of the Motion Graphic artists. Those are professionals
in the motion pictures industry who know programs like After Effects and
FCP, they are very well respected in their field,  but didn't know how to
tackle Blender.
Now, because of the "BSG" a few more of them do know it and they like it. I
don't think that there is anything wrong in making Blender more approachable
for that kind of professional.
Some of them are not professional modelers, yet, but then again Blender is a
very feature-rich program that can be used for many reasons.

I'm sorry if my reference to Apple has upset people but objectively, yes,
they are the benchmark of user friendliness in computing. From the moment
you open the box of one of their products you can see the care, the
maniacal attention to details that goes into providing the best "first
impression" possible. I don't think that there is enough appreciation for
how important that is. The first impression, how easily you can approach
a product, is often what will capture a user/customer for life. You might
not like Apple but their product design is second to none and there is a lot
to be learned from the way they take care of the user experience.
Please, let's not turn this into a flame war, let's keep it "business". I
myself cannot stand several companies on the ground of moral issues but I
don't avoid learning from what they are doing right.

Making Blender easy to install, easy to be expanded and easy to be used is
one thing that, IMHO, should be of the highest priority for 2.5. A lot of
people are looking at this release as "rebooting" Blender.
If we don't take advantage of this possibility to capture the attention of
potentially thousands of new users, we waste a precious opportunity.
Remember, more users mean more people buying books and DVSs
and that turns directly into funding for the Blender Foundation. Not a bad
things to work for.


> The new UV test grid (and the old one) can be created procedurally very
> easily. Therefore Blender can be shipped with these two grids without
> unnecessarily bloating the install.


I think that we are getting too worried for just a few added kilobytes.
That's hardly "bloating" the install. A few of grids in JPEG. In this day an
age we should not worry so much for such size.

Cheers.

--
Paolo
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Jason van Gumster

Paolo Ciccone  wrote:

> I think that we are getting too worried for just a few added kilobytes.
> That's hardly "bloating" the install. A few of grids in JPEG. In this day an
> age we should not worry so much for such size.

I've been following this thread and it occurs to me that you're choosing the
wrong topic to bring up an issue of user friendliness. Perhaps I'm missing
something, but this seems like a gigantic non-issue. There's nothing stopping
you from using any image you'd like as your custom UV test grid. Procedurally
generated grids save space and provide greater flexibility to users (like you
and me) to arbitrarily set the grid size to anything we want. Now, there may be
an argument for providing preset size values for common UV map sizes that can
be generated, but I fail to see how reducing the flexibility (that users want)
of UV grid creation while simultaneously increasing the download size (however
marginally) of Blender is step toward user friendliness.

You raise some interesting and valid points about usability, but I'm really
struggling to see how your original suggestion is supporting those points.

If I'm missing something, please clarify it for me.

  -Fweeb
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Paolo Ciccone
Jason, I just sent you a PM, I'm taking already too much space here. BTW,
just wanted to add that what I'm advocating for is not a replacement
solution but an additional option integrated in Blender's menu system.
Static and procedural checkers can coexist.

--
Paolo Ciccone
www.preta3d.com
www.paolociccone.com



On Fri, Mar 26, 2010 at 12:00 PM, Jason van Gumster <
ja...@handturkeystudios.com> wrote:

>
> Paolo Ciccone  wrote:
>
> > I think that we are getting too worried for just a few added kilobytes.
> > That's hardly "bloating" the install. A few of grids in JPEG. In this day
> an
> > age we should not worry so much for such size.
>
> I've been following this thread and it occurs to me that you're choosing
> the
> wrong topic to bring up an issue of user friendliness. Perhaps I'm missing
> something, but this seems like a gigantic non-issue. There's nothing
> stopping
> you from using any image you'd like as your custom UV test grid.
> Procedurally
> generated grids save space and provide greater flexibility to users (like
> you
> and me) to arbitrarily set the grid size to anything we want. Now, there
> may be
> an argument for providing preset size values for common UV map sizes that
> can
> be generated, but I fail to see how reducing the flexibility (that users
> want)
> of UV grid creation while simultaneously increasing the download size
> (however
> marginally) of Blender is step toward user friendliness.
>
> You raise some interesting and valid points about usability, but I'm really
> struggling to see how your original suggestion is supporting those points.
>
> If I'm missing something, please clarify it for me.
>
>  -Fweeb
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Pacific Morrowind
On 26/03/2010 11:10 AM, Paolo Ciccone wrote:
> I think that we are getting too worried for just a few added kilobytes.
> That's hardly "bloating" the install. A few of grids in JPEG. In this day an
> age we should not worry so much for such size.
>
> Cheers.
>
> --
> Paolo
>
Despite the fact that I am on dial-up I have to agree that a mb here or 
there doesn't matter that much; however I think it would make most sense 
to be an /optional/ but recommended extension on bf-extensions (and have 
a link from the blender download page to the recommended extensions page 
(which should be created if it doesn't exist - I haven't seen it if it 
does exist)).
Pacific Morrowind
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Re: [Bf-committers] new UV test grid

2010-03-26 Thread Campbell Barton
Hi, some quick points to reply to some comments on this thread.

At the moment its not my personal project to make blender user
friendly for UV unwrapping.
I just saw some fairly nice UV grid, asked a newer developer if he
wanted to write, then reviewed the patch (and added text which exposes
some bugs in blenders text rendering, eek, but good in the long term).

I do however still believe keeping these textures procedural is an
advantage and am not really interested in discussing at length.
Nevertheless, Im not the owner of the image module, so Brecht, Matt,
Ton, Kent could add if they think its worthwhile.

Blender is becoming such a big application there are many areas where
library/sample files could be useful but I think it could end up
bloating the download too, and as I said before, optional extensions
can be used and if someone really wants they can create a procedural
grid as has just been done in the past weeks.

On Sat, Mar 27, 2010 at 6:49 AM, Pacific Morrowind
 wrote:
> On 26/03/2010 11:10 AM, Paolo Ciccone wrote:
>> I think that we are getting too worried for just a few added kilobytes.
>> That's hardly "bloating" the install. A few of grids in JPEG. In this day an
>> age we should not worry so much for such size.
>>
>> Cheers.
>>
>> --
>> Paolo
>>
> Despite the fact that I am on dial-up I have to agree that a mb here or
> there doesn't matter that much; however I think it would make most sense
> to be an /optional/ but recommended extension on bf-extensions (and have
> a link from the blender download page to the recommended extensions page
> (which should be created if it doesn't exist - I haven't seen it if it
> does exist)).
> Pacific Morrowind
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>



-- 
- Campbell
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Re: [Bf-committers] new UV test grid

2010-03-27 Thread Hubert Niećko
Paolo: I learn something when I was trying add this grid, and there is
proverb in my country that covers it well:
If you want something to be done (properly), do it yourself
-- hubert
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Re: [Bf-committers] new UV test grid

2010-03-27 Thread Campbell Barton
Hi hubert,
hope you dont mean that you'll need to rewrite the implementation
currently in blender?

fixed the bug with crashing when making the grid because of out of
bounds text, order of text could be top down (A starting at the top),
but I'll leave that for someone else to patch if they really want. UV
coords start at 0,0 so you could also argue that the current setup is
more correct, though I don't mind much either way.

On Sat, Mar 27, 2010 at 8:41 AM, Hubert Niećko  wrote:
> Paolo: I learn something when I was trying add this grid, and there is
> proverb in my country that covers it well:
> If you want something to be done (properly), do it yourself
> -- hubert
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-- 
- Campbell
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Re: [Bf-committers] new UV test grid

2010-03-28 Thread Ton Roosendaal
Hi Paolo,

I don't think your requirements conflict with ours. The implications  
on what might be 'easy to use' can differ though, which is why we made  
a more flexible and configurable Blender 2.5 architecture.

In some not-too-far future I'd welcome packagers creating special  
configured UIs with keymaps tweaked for people with a specific  
background, creative aims, or specific hardware.

At this very stage that's too early though. I would prefer to narrow  
down our development targets to an absolute minimum, all focused on  
getting the 2.5 series out of beta in the shortest time. That will  
benefit everyone best, including you :)

BTW: will you be available for Siggraph demos? Would rock! :)

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 26 Mar, 2010, at 19:10, Paolo Ciccone wrote:

> On Fri, Mar 26, 2010 at 10:04 AM, Harley Acheson  >wrote:
>
>> Paolo,
>>
>> You might be assuming that you are arguing for something that  
>> Campbell
>> is against. That might not be the case.
>>
>
> I really didn't assume anything. I only assume that Campbell is  
> extra busy,
> we know by all the records about Blender, Durian etc. :)
>
> And I wasn't talking about  Campbell in particular but about the  
> development
> of Blender in general. Brilliant coders, such as Ton and Campbell and
> everyone improving Blender, are light-years
> ahead of the user of Blender.
> My post was not meant to stir up troubles and I hope we can keep a  
> "level
> head" about this. Blender is used by end users. It's a free tool.  
> Anybody
> can download it.
> That doesn't mean that we have to dumb it down but we know that  
> there are
> many people who used other 3D packages professionally and they can be
> stumped by Blender.
> BTW, professional is a term that I see abused and misintepreted a  
> lot. It
> doesn't refer to a developer. It doesn't refer to somebody with an
> incredible deep technical knowledge.
> Professional means that you get paid for what you do. You program  
> for a
> living? You are a professional programmer. You get paid to flip  
> burgers? You
> are a professional burger
> flipper.
> The feedback to my popular "Blender Survival Guide" on Creative COW
> highlighted the needs of the Motion Graphic artists. Those are  
> professionals
> in the motion pictures industry who know programs like After Effects  
> and
> FCP, they are very well respected in their field,  but didn't know  
> how to
> tackle Blender.
> Now, because of the "BSG" a few more of them do know it and they  
> like it. I
> don't think that there is anything wrong in making Blender more  
> approachable
> for that kind of professional.
> Some of them are not professional modelers, yet, but then again  
> Blender is a
> very feature-rich program that can be used for many reasons.
>
> I'm sorry if my reference to Apple has upset people but objectively,  
> yes,
> they are the benchmark of user friendliness in computing. From the  
> moment
> you open the box of one of their products you can see the care, the
> maniacal attention to details that goes into providing the best "first
> impression" possible. I don't think that there is enough  
> appreciation for
> how important that is. The first impression, how easily you can  
> approach
> a product, is often what will capture a user/customer for life. You  
> might
> not like Apple but their product design is second to none and there  
> is a lot
> to be learned from the way they take care of the user experience.
> Please, let's not turn this into a flame war, let's keep it  
> "business". I
> myself cannot stand several companies on the ground of moral issues  
> but I
> don't avoid learning from what they are doing right.
>
> Making Blender easy to install, easy to be expanded and easy to be  
> used is
> one thing that, IMHO, should be of the highest priority for 2.5. A  
> lot of
> people are looking at this release as "rebooting" Blender.
> If we don't take advantage of this possibility to capture the  
> attention of
> potentially thousands of new users, we waste a precious opportunity.
> Remember, more users mean more people buying books and DVSs
> and that turns directly into funding for the Blender Foundation. Not  
> a bad
> things to work for.
>
>
>> The new UV test grid (and the old one) can be created procedurally  
>> very
>> easily. Therefore Blender can be shipped with these two grids without
>> unnecessarily bloating the install.
>
>
> I think that we are getting too worried for just a few added  
> kilobytes.
> That's hardly "bloating" the install. A few of grids in JPEG. In  
> this day an
> age we should not worry so much for such size.
>
> Cheers.
>
> --
> Paolo
> ___
> Bf-committers mailing list
> Bf-committers@blender.org
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Re: [Bf-committers] new UV test grid

2010-03-28 Thread Paolo Ciccone
Hey Ton.

Yes, the more I think about it the more I'm convinced that the two things
should be running together.  My question was born by the observation that to
include a checker we had to convert it to C code. That seemed like an high
barrier and wanted to see if we could add a system to expand the amount of
textures without requiring coding. I love what Pixologic is doing with their
library of textures and alphas and I'm thinking of adding a texture browser
to Blender. We could have a
library of textures/alphas stored on blender.org. Blender's browser would
than be able to connect to the library and show you the textures available.
With a mouse click you can then add the texture to your local library and
integrate in the Browser so that you can recall it at any time.
You need a special pattern to create a cookie (cucoloris)? One click and you
get it from the on-line library, apply it to a plane and place one
spot-light behind. Very cool.
Anyway, I'm getting familiar with the Blender code, I have some time off
from my own project so I'll see what I can do about it.

Reqarding Siggraph, it would be my honor do be there demoing Blender. I'll
PM you for the details. Thanks!

--
Paolo Ciccone
www.preta3d.com
www.paolociccone.com



On Sun, Mar 28, 2010 at 9:05 AM, Ton Roosendaal  wrote:

> Hi Paolo,
>
> I don't think your requirements conflict with ours. The implications
> on what might be 'easy to use' can differ though, which is why we made
> a more flexible and configurable Blender 2.5 architecture.
>
> In some not-too-far future I'd welcome packagers creating special
> configured UIs with keymaps tweaked for people with a specific
> background, creative aims, or specific hardware.
>
> At this very stage that's too early though. I would prefer to narrow
> down our development targets to an absolute minimum, all focused on
> getting the 2.5 series out of beta in the shortest time. That will
> benefit everyone best, including you :)
>
> BTW: will you be available for Siggraph demos? Would rock! :)
>
> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 26 Mar, 2010, at 19:10, Paolo Ciccone wrote:
>
> > On Fri, Mar 26, 2010 at 10:04 AM, Harley Acheson  > >wrote:
> >
> >> Paolo,
> >>
> >> You might be assuming that you are arguing for something that
> >> Campbell
> >> is against. That might not be the case.
> >>
> >
> > I really didn't assume anything. I only assume that Campbell is
> > extra busy,
> > we know by all the records about Blender, Durian etc. :)
> >
> > And I wasn't talking about  Campbell in particular but about the
> > development
> > of Blender in general. Brilliant coders, such as Ton and Campbell and
> > everyone improving Blender, are light-years
> > ahead of the user of Blender.
> > My post was not meant to stir up troubles and I hope we can keep a
> > "level
> > head" about this. Blender is used by end users. It's a free tool.
> > Anybody
> > can download it.
> > That doesn't mean that we have to dumb it down but we know that
> > there are
> > many people who used other 3D packages professionally and they can be
> > stumped by Blender.
> > BTW, professional is a term that I see abused and misintepreted a
> > lot. It
> > doesn't refer to a developer. It doesn't refer to somebody with an
> > incredible deep technical knowledge.
> > Professional means that you get paid for what you do. You program
> > for a
> > living? You are a professional programmer. You get paid to flip
> > burgers? You
> > are a professional burger
> > flipper.
> > The feedback to my popular "Blender Survival Guide" on Creative COW
> > highlighted the needs of the Motion Graphic artists. Those are
> > professionals
> > in the motion pictures industry who know programs like After Effects
> > and
> > FCP, they are very well respected in their field,  but didn't know
> > how to
> > tackle Blender.
> > Now, because of the "BSG" a few more of them do know it and they
> > like it. I
> > don't think that there is anything wrong in making Blender more
> > approachable
> > for that kind of professional.
> > Some of them are not professional modelers, yet, but then again
> > Blender is a
> > very feature-rich program that can be used for many reasons.
> >
> > I'm sorry if my reference to Apple has upset people but objectively,
> > yes,
> > they are the benchmark of user friendliness in computing. From the
> > moment
> > you open the box of one of their products you can see the care, the
> > maniacal attention to details that goes into providing the best "first
> > impression" possible. I don't think that there is enough
> > appreciation for
> > how important that is. The first impression, how easily you can
> > approach
> > a product, is often what will capture a user/customer for life. You
> > might
> > not like Apple but their product design is 

Re: [Bf-committers] new UV test grid

2010-03-29 Thread Hubert Niećko
Campbell:
I wanted to say is that I have to written code in python that proved
it could be implemented, and I pushed a little here or there to get my
idea into blender :) I'm not only asking for, I did something by
myself.
The way this grid is implemented is enough for me, If I was
implementing it I would make it in different way (because my idea ),
but they aren't necessary because main usability is achieved ;)

Paolo: I think tat download-able texture pack will be better idea :)
because if everyone start streaming textures it could kill bandwidth,
but someone must create that library
-- hubert
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