[Bf-committers] Seminar on Blender

2010-05-07 Thread Muhamad Faizol Abd. Halim
Hi guys,

  I'm in the middle of preparing a paperwork to organize a seminar on
Content Creation in Malaysia. I've suggested to the organizer to have a
technical presentation using Blender tools, much like Autodesk's
Master/expert series. The organizer so far seems to be interested in the
idea. I might have a chance to invite several speakers from Blender
community to talk in-depth about Blender's technology in production
environment. The categories covered can be in any of the creative content's
main pipelines (modeling, rigging, rendering, scripting,
effects/particles/simulations). I think this would be a good exposure about
Blender's real capabilities to the participants (which will be attended by
most of the local productions in Malaysia).

Truly appreciate it if anyone can give me a feedback on this, or perhaps
some suggestions if there's anyone that I should contact to move this idea
forward?

Thanks.

Best Regards,
Faizol Abd. Halim
Malaysia
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[Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-07 Thread nautilus
XSI's ICE is the use of a customizable node which can be compared to
the VOP node of Houdini, although ICE is even easier to use than VOP
(which at times can be more complicated).

Houdini uses a more advanced network of nodes which is integrated
throughout the application, resulting in it being more difficult to
learn and use but ultimately more powerful. Look for example at what
this person has done (it shows the power of Houdini quite well):
http://www.youtube.com/watch?v=jOLhnwllpgs . Houdini is extremely
powerful for things like visual effects and certain types of modelling
(and animation). It's power, because of its advanced node-based
procedural architecture, is still unexplored. It's simulation ablities
are unmatched (only XSI's ICE can come close), and the ability for the
user to make changes with real-time feedback that can only be made
through an advanced node-based procedural method cannot be done
through traditional non-procedural methods or easily done through
unintuitive python scripts.

Softimage's objective was to create a node-based environment that
would be easier to use than Houdini and for some tasks almost as
powerful. That is why ICE and Houdini are not the same thing, and
should be seen as having different strengths and thus complementing
each other.

Textual programming was created because of the need to optimize
programming code as well as possible per cpu clock without regards to
readability, given the fact that cpu's were at the time inherently
constrained in terms of performance - python and c look the same and
are mostly the same in regards to intuitiveness. Visual programming is
inherently more intuitive. The use of charts, diagrams, and graphs
combined with some readable text is preferable to raw text. This is
the basis of visual programming, the next step that presents a visual
and interactive environment for the user, something that textual-based
programming could never achieve and which is why is seen as not being
as intuitive by the common user.

Houdini has been stated many times as being able to save countless
hours of programming by using its well thought-out nodes instead of
textual-based programming (if we take into account the difference
between the amounts of time needed to learn visual and textual-based
programming, and slower than ideal usage of textual-based programming
procedures given the lesser intuitiveness and more complicated nature,
for the common user, of the textual approach). Studios use Houdini
because it is more intuitive and also because in being more intuitive
it is faster to set-up and use. However, Houdini is not exempt from
criticism regarding intuitiveness. These are two good examples that I
have found:

POPS, this for me needs a re-write, I'd actually like to see more of
a VOPS style system with multiple inputs/outputs on nodes, I guess
after using VOPS and softimage ICE, this seems like a friendlier way
of constructing a complex particle system.

Some attention to VOPs perhaps?
I really believe that VOPs are very powerful, but could we get some
more functionalities as nodes?
I really liked XSI ICE's user friendliness.. Also I kind of liked the
fact that we could create and delete points from within the ICE
network.. Something like this in Houdini could be very helpful (AFAIK
using VEX/VOPs we can't create or delete data inside VOP Networks..
Please correct me if I'm wrong)

ICE is the most intuitive and useful for some tasks. Houdini is used
for when the user needs more control and power. Blender needs to excel
in being able to create 3d animation as easily, as quickly, and as
well as possible by combining non-procedural and procedural workflow
as well as possible.

This is therefore the next step that Blender needs to take after 2.6

2.6 will be released 2 and half years after it has been announced. 2.8
can take a similar amount of time. 2.6 was focused on restructuring
and redesigning Blender and making it competitive against all other
packages except Houdini. For 2.8, Blender needs to become competitive
against Houdini by integrating a Houdini-like advanced node-based
all-permeating procedural system (which allows for, and is not limited
to, modelling, animation, rigging, and more), and also integrate a
system like ICE. When this happens, Blender will have finally reached
completion from a theoretical and fundamental point of view. What it
will then be refining will be the integration of non-procedural and
procedural workflow so that 3d animation may be created as easily,
quickly, and as well as possible.

Blender needs to also be multi-threaded and fully supportive of OpenCL
programming - this will help speed its simulation abilities immensely.
But the most important thing, as always, is to first implement the
main functionalities, and then think about how to optimize and speed
things up. This was posted in one thread that I was reading:

The next release is supposed to be a major overhaul of Houdini's
underpinnings, making everything 

Re: [Bf-committers] Seminar on Blender

2010-05-07 Thread Roger Wickes
Hi Faizol, Usually, the organizer offers a stipend to cover the cost of
airfare, hotel and expenses in relation to giving the presentation.
How much are they offering (travel from US to Malaysia is expensive).

 --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: Muhamad Faizol Abd. Halim faizol.blen...@gmail.com
To: bf-committers@blender.org
Sent: Fri, May 7, 2010 2:55:45 AM
Subject: [Bf-committers] Seminar on Blender

Hi guys,

  I'm in the middle of preparing a paperwork to organize a seminar on
Content Creation in Malaysia. I've suggested to the organizer to have a
technical presentation using Blender tools, much like Autodesk's
Master/expert series. The organizer so far seems to be interested in the
idea. I might have a chance to invite several speakers from Blender
community to talk in-depth about Blender's technology in production
environment. The categories covered can be in any of the creative content's
main pipelines (modeling, rigging, rendering, scripting,
effects/particles/simulations). I think this would be a good exposure about
Blender's real capabilities to the participants (which will be attended by
most of the local productions in Malaysia).

Truly appreciate it if anyone can give me a feedback on this, or perhaps
some suggestions if there's anyone that I should contact to move this idea
forward?

Thanks.

Best Regards,
Faizol Abd. Halim
Malaysia
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Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-07 Thread joe
All of these things are basically on the horizon eventually,
depending on need, developer resources, etc.

Houdini-like geometry DOPs are something I want to do for bmesh, but
at this point it's hard to tell when
that can happen.   Shader nodes (real ones, that compile to a real
shader language) is also planned, but
again no one knows when it'll happen.  As for opencl, many of us are
excited to start playing around with
it :)

Joe

On Fri, May 7, 2010 at 1:32 PM, nautilus nautilus...@googlemail.com wrote:
 XSI's ICE is the use of a customizable node which can be compared to
 the VOP node of Houdini, although ICE is even easier to use than VOP
 (which at times can be more complicated).

 Houdini uses a more advanced network of nodes which is integrated
 throughout the application, resulting in it being more difficult to
 learn and use but ultimately more powerful. Look for example at what
 this person has done (it shows the power of Houdini quite well):
 http://www.youtube.com/watch?v=jOLhnwllpgs . Houdini is extremely
 powerful for things like visual effects and certain types of modelling
 (and animation). It's power, because of its advanced node-based
 procedural architecture, is still unexplored. It's simulation ablities
 are unmatched (only XSI's ICE can come close), and the ability for the
 user to make changes with real-time feedback that can only be made
 through an advanced node-based procedural method cannot be done
 through traditional non-procedural methods or easily done through
 unintuitive python scripts.

 Softimage's objective was to create a node-based environment that
 would be easier to use than Houdini and for some tasks almost as
 powerful. That is why ICE and Houdini are not the same thing, and
 should be seen as having different strengths and thus complementing
 each other.

 Textual programming was created because of the need to optimize
 programming code as well as possible per cpu clock without regards to
 readability, given the fact that cpu's were at the time inherently
 constrained in terms of performance - python and c look the same and
 are mostly the same in regards to intuitiveness. Visual programming is
 inherently more intuitive. The use of charts, diagrams, and graphs
 combined with some readable text is preferable to raw text. This is
 the basis of visual programming, the next step that presents a visual
 and interactive environment for the user, something that textual-based
 programming could never achieve and which is why is seen as not being
 as intuitive by the common user.

 Houdini has been stated many times as being able to save countless
 hours of programming by using its well thought-out nodes instead of
 textual-based programming (if we take into account the difference
 between the amounts of time needed to learn visual and textual-based
 programming, and slower than ideal usage of textual-based programming
 procedures given the lesser intuitiveness and more complicated nature,
 for the common user, of the textual approach). Studios use Houdini
 because it is more intuitive and also because in being more intuitive
 it is faster to set-up and use. However, Houdini is not exempt from
 criticism regarding intuitiveness. These are two good examples that I
 have found:

 POPS, this for me needs a re-write, I'd actually like to see more of
 a VOPS style system with multiple inputs/outputs on nodes, I guess
 after using VOPS and softimage ICE, this seems like a friendlier way
 of constructing a complex particle system.

 Some attention to VOPs perhaps?
 I really believe that VOPs are very powerful, but could we get some
 more functionalities as nodes?
 I really liked XSI ICE's user friendliness.. Also I kind of liked the
 fact that we could create and delete points from within the ICE
 network.. Something like this in Houdini could be very helpful (AFAIK
 using VEX/VOPs we can't create or delete data inside VOP Networks..
 Please correct me if I'm wrong)

 ICE is the most intuitive and useful for some tasks. Houdini is used
 for when the user needs more control and power. Blender needs to excel
 in being able to create 3d animation as easily, as quickly, and as
 well as possible by combining non-procedural and procedural workflow
 as well as possible.

 This is therefore the next step that Blender needs to take after 2.6

 2.6 will be released 2 and half years after it has been announced. 2.8
 can take a similar amount of time. 2.6 was focused on restructuring
 and redesigning Blender and making it competitive against all other
 packages except Houdini. For 2.8, Blender needs to become competitive
 against Houdini by integrating a Houdini-like advanced node-based
 all-permeating procedural system (which allows for, and is not limited
 to, modelling, animation, rigging, and more), and also integrate a
 system like ICE. When this happens, Blender will have finally reached
 completion from a theoretical and fundamental point of view. What it
 will then be refining will 

Re: [Bf-committers] Seminar on Blender

2010-05-07 Thread Charles Wardlaw
Hi,

Something that Autodesk always does is they record these seminars and sell 
disks with the video, resource files, and a PDF of notes and slides from the 
presentations.

I don't know that this would help you, but if you could get organizers to agree 
to let you record the presentations and then afterwards you could sell the 
DVDs, splitting profit with the organizers, you could recoup some of the cost 
of the stipends you'd need to pay out to get people to Malaysia.  Also it'd 
benefit the community at large as there are so few master classes on Blender, 
and some of the most useful knowledge on the software is esoteric.

Although, I woudln't charge what Autodesk does.  Some of their DVDs have had 
notoriously little usable information and cost upwards of $80 USD.
~ C



On 2010-05-07, at 2:55 AM, Muhamad Faizol Abd. Halim wrote:

 Hi guys,
 
  I'm in the middle of preparing a paperwork to organize a seminar on
 Content Creation in Malaysia. I've suggested to the organizer to have a
 technical presentation using Blender tools, much like Autodesk's
 Master/expert series. The organizer so far seems to be interested in the
 idea. I might have a chance to invite several speakers from Blender
 community to talk in-depth about Blender's technology in production
 environment. The categories covered can be in any of the creative content's
 main pipelines (modeling, rigging, rendering, scripting,
 effects/particles/simulations). I think this would be a good exposure about
 Blender's real capabilities to the participants (which will be attended by
 most of the local productions in Malaysia).
 
 Truly appreciate it if anyone can give me a feedback on this, or perhaps
 some suggestions if there's anyone that I should contact to move this idea
 forward?
 
 Thanks.
 
 Best Regards,
 Faizol Abd. Halim
 Malaysia
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 Bf-committers mailing list
 Bf-committers@blender.org
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Re: [Bf-committers] Seminar on Blender

2010-05-07 Thread Muhamad Faizol Abd. Halim
Hi guys,

Thanks for the feedback.

Roger, the basic part of the travelling (airfare, hotel and expenses) will
be covered by the organizer. As per presentation fee, I need to get some
input (figure, terms and conditions, etc) from the respective speakers and
relay it to the organizer. Suggestions are welcome. Anyone interested may
email it directly to me.

Charles, that's an excellent idea. One thing for sure is the video won't be
as costly as Autodesk's Master series. I'll try to get in touch with Blender
Institute and see if they have some other ideas on this.

Another note on pipeline features that I totally forgot, production
collaboration tool/pipeline. Blender's collaboration tool is top notch and
can rival expensive proprietary system but only blender user who are heavily
involved in production environment who know about it.

Keep it coming guys.

Thank you.

Best Regards,
Faizol Abd. Halim
Malaysia

On Sat, May 8, 2010 at 1:18 AM, Charles Wardlaw 
cward...@marchentertainment.com wrote:

 Hi,

 Something that Autodesk always does is they record these seminars and sell
 disks with the video, resource files, and a PDF of notes and slides from the
 presentations.

 I don't know that this would help you, but if you could get organizers to
 agree to let you record the presentations and then afterwards you could sell
 the DVDs, splitting profit with the organizers, you could recoup some of the
 cost of the stipends you'd need to pay out to get people to Malaysia.  Also
 it'd benefit the community at large as there are so few master classes on
 Blender, and some of the most useful knowledge on the software is esoteric.

 Although, I woudln't charge what Autodesk does.  Some of their DVDs have
 had notoriously little usable information and cost upwards of $80 USD.
 ~ C



 On 2010-05-07, at 2:55 AM, Muhamad Faizol Abd. Halim wrote:

  Hi guys,
 
   I'm in the middle of preparing a paperwork to organize a seminar on
  Content Creation in Malaysia. I've suggested to the organizer to have a
  technical presentation using Blender tools, much like Autodesk's
  Master/expert series. The organizer so far seems to be interested in the
  idea. I might have a chance to invite several speakers from Blender
  community to talk in-depth about Blender's technology in production
  environment. The categories covered can be in any of the creative
 content's
  main pipelines (modeling, rigging, rendering, scripting,
  effects/particles/simulations). I think this would be a good exposure
 about
  Blender's real capabilities to the participants (which will be attended
 by
  most of the local productions in Malaysia).
 
  Truly appreciate it if anyone can give me a feedback on this, or perhaps
  some suggestions if there's anyone that I should contact to move this
 idea
  forward?
 
  Thanks.
 
  Best Regards,
  Faizol Abd. Halim
  Malaysia
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Re: [Bf-committers] GSoC Proposal: Unit Testing

2010-05-07 Thread Leif Andersen
Okay, I have spent several hours looking into this.  I do like how the
framework works, however, I still haven't gotten it to actually compile
anything (not even their samples, so I'm thinking I've got the framework
compiled incorrectly).  It also seems like this is designed to be used
directly by the end programmer, rather than being plugged into another
framework such as Ctest (which is what I was considering doing, as cmake is
already used), but I could be wrong on that.

However, I would like to get the general mood of the developers on having a
C++ testing framework.  Is it proffered, acceptable but not optimal, or is
a definite no (or something else).  While the majority of the code is
written in C (except for parts written in python), there are a few bits here
and there in C++.

Anyway, I appreciate your opinions.

~Leif Andersen

--
That was easy:
http://www.appbrain.com/app/net.leifandersen.mobile.android.easybutton


On Wed, May 5, 2010 at 17:51, Leif Andersen leif.a.ander...@gmail.comwrote:

 Great, thanks, that's good information to have.

 ~Leif Andersen

 --
 That was easy:
 http://www.appbrain.com/app/net.leifandersen.mobile.android.easybutton


 On Wed, May 5, 2010 at 15:51, Tom M letter...@gmail.com wrote:

 On Wed, May 5, 2010 at 1:41 PM, Leif Andersen leif.a.ander...@gmail.com
 wrote:
  Okay, I'll take a look into it.  The only think that I may be worried
 about
  is the license, I'm not sure how that would work for unit testing, so
 I'm
  not sure if the BSD license would be comparable with a GPL project.

 BSD, MIT, zlib, LGPL are all GPL compatible.

 LetterRip


 
  ~Leif Andersen
 
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Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-07 Thread José Romero
El Fri, 7 May 2010 18:04:50 -0500
Reuben Martin reube...@gmail.com escribió:
 Yo, back on Friday, May 07, 2010 nautilus was all like:
  XSI's ICE is the use of a customizable node which can be compared to
  [ ... ]
  like multihost Mantra.
  
  -nautilus
 
 Let play this cool game where we try to see who can use the most
 words to say the least. Bonus points for buzz words.
 
I find your proposal on leveraging an enterprise-like language paradigm
quite interesting.

 -Reuben
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[Bf-committers] Hi. I have just joined.

2010-05-07 Thread Glenn Melenhorst
Hi all. I have just joined the mailing list.
I am a director of animation at Iloura (www.iloura.com.au) and am the 
lead VFX supervisor at it's Film and Tv department.
I am using blender both professionally and privately and have 25 years 
working in VFX and CGI (I was the first person to use 3Ds for a use 
other than cad believe it or not).

I have been working through 2.5 since the start getting into Matt Ebb's  
and Aligorith's ears a bit :) and have some thought's I'd like to see 
discussed if possible. Things like this: 
http://blenderartists.org/forum/showthread.php?p=1622201#post1622201

My focus is on bringing Blender into a mainstream film pipeline and how 
it interacts with other 3d/2d apps and workflows. Any questions about 
film and VFX that might lend weight to how you develop 2.5, I'm your guy.

~Glenn Melenhorst
www.glennmelenhorst.com

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