Re: [Bf-committers] Path to integrating bmesh in trunk

2010-07-24 Thread joe
@Gustav, ok, thanks.  @Michael, yes I've done that recently.

Joe

2010/7/24 Gustav Göransson :
> FYI, I've started a thread at blenderartists were people who aren't
> active in the IRC channel can give feedback and discuss bugs, I'll try
> to summarize everything in the first post:
>
> http://blenderartists.org/forum/showthread.php?t=192498
>
> /gustav
>
> On Thu, Jul 22, 2010 at 05:09, joe  wrote:
>> BMesh is nearing full completeness and stability, and I believe it can
>> be merged into trunk within one (at most two)
>> months.  Since I've never had good success with posting testing builds
>> (as a way of getting serious user testing),
>> I'm going to get users to build/test it on IRC and hopefully have more
>> success at finding all the show-stopping
>> issues.
>>
>> I'll try to post some developer docs in the wiki; there's a bunch of
>> comments in source/blender/bmesh/*.h and some
>> docs in bmesh/docs, but I need to consolidate and organize all the
>> information in a better way and fill in the gaps
>> still.
>>
>> Once I have it fully ready, the merge itself will have to be scheduled
>> so it doesn't interfere with a release (there are
>> always issues that only show up in trunk, when many more users start
>> using the code in real projects, so there
>> needs to be enough time to work those out before any release).  One
>> potential issue is mesh RNA; the current RNA
>> mesh API is going to change, and I'm going to write an RNA api
>> wrapping bmesh as well.  It should be
>> possible to write a wrapper .py module that emulates the current API,
>> to avoid having to totally rewrite the current
>> set of mesh scripts.
>>
>> Anyway, feel free to look over the branch and ask questions, I'll try
>> to be in IRC as much as possible.  Questions will help me in making a
>> good set of dev documentation, that's clear about why things are the
>> way they are.
>>
>> Joe
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[Bf-committers] siggraph

2010-07-24 Thread joe
I thought I'd check if anyone still wants a siggraph hotel mate, but
it's no big deal if not, just a bit longer to travel by subway is all.

Joe
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Re: [Bf-committers] Path to integrating bmesh in trunk

2010-07-24 Thread Gustav Göransson
FYI, I've started a thread at blenderartists were people who aren't
active in the IRC channel can give feedback and discuss bugs, I'll try
to summarize everything in the first post:

http://blenderartists.org/forum/showthread.php?t=192498

/gustav

On Thu, Jul 22, 2010 at 05:09, joe  wrote:
> BMesh is nearing full completeness and stability, and I believe it can
> be merged into trunk within one (at most two)
> months.  Since I've never had good success with posting testing builds
> (as a way of getting serious user testing),
> I'm going to get users to build/test it on IRC and hopefully have more
> success at finding all the show-stopping
> issues.
>
> I'll try to post some developer docs in the wiki; there's a bunch of
> comments in source/blender/bmesh/*.h and some
> docs in bmesh/docs, but I need to consolidate and organize all the
> information in a better way and fill in the gaps
> still.
>
> Once I have it fully ready, the merge itself will have to be scheduled
> so it doesn't interfere with a release (there are
> always issues that only show up in trunk, when many more users start
> using the code in real projects, so there
> needs to be enough time to work those out before any release).  One
> potential issue is mesh RNA; the current RNA
> mesh API is going to change, and I'm going to write an RNA api
> wrapping bmesh as well.  It should be
> possible to write a wrapper .py module that emulates the current API,
> to avoid having to totally rewrite the current
> set of mesh scripts.
>
> Anyway, feel free to look over the branch and ask questions, I'll try
> to be in IRC as much as possible.  Questions will help me in making a
> good set of dev documentation, that's clear about why things are the
> way they are.
>
> Joe
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Re: [Bf-committers] Color Balance & Color wheel issue

2010-07-24 Thread François T .
sorry forgot to change the subject :(

>
> answering in the mail with [FRANCOIS] tag
>
>
> > > First of all the Color Wheel :
> > > - it is really jerky (not smooth)
> > do you mean it moves to fast? (I was using 1/10th by default but
> > brecht and ton didnt like this), This could also be because big
> > calculations are going on as the color is changing (threaded UI of
> > some sort could solve too but probably not happening any time soon)
> >
>
> [FRANCOIS] it does look more like a threading issue. moving > update >
> moving again. seems like the compute slow down the color wheel
>
>
>
>
>
> > > - the brightness sidebar is affected (doesn't do that in MBL)
> > Agree, we could correct the UI to compensate for this.
> > Sidebar changing, for gain & gamma (not lift), MBL keeps the color's
> > combine magnitude but your right that it doesn't move the value bar.
> > Keeping the magnitude gives good results IMHO, it allows changing the
> > color without darkening the image. So we could have this bar show the
> > combine value of RGB and it would behave as you'd expect. but I dont
> > see this as highly important either.
> >
>
> [FRANCOIS] I didn't meant any of this was highly important, I was just
> giving my feedback. In color process, you usually set the brightness and
> then move into this space to pick the color. makes adjustment just easier.
> (IMO)
>
>
>
>
> > - brightness only go up to 2 (I believe MBL is 10)
> > This is very easy to change, I didnt get useful results with values
> > above 2 so I set this, but if there is some example of how its useful
> > we could change.
> >
>
>
> [FRANCOIS] it really depends how wide the range is. In case you want to
> burn
> out your blacks you might need something about 2. also if you previously
> low
> down your blacks and they don't get clipped (there are not supposed to
> right
> ? ) might be usefull to bring them up back. But if I found the example I'll
> send it to you. That's true in the absolute we don't need it.
>
>
>
>
>
>
> > > - cubic color selection is something good, but since the second
> > modification
> > > to it, it does feel less natural
> > See what you mean, the precision is kept high in the middle rather
> > then moved to the location of the mouse click. (indecently float
> > buttons in 2.4x had higer precision around the initial location), I'd
> > not be against this different behavior but just see this as a
> > different way to get higher accuracy when selecting color.
> > Having the precision in the middle is mainly because you often want to
> > selected a subtle shade of white.
> >
>
>
>
> [FRANCOIS] true, but since the brightness is also changed as you move, you
> will want to go out of the middle pretty often no ?
>
>
>
>
>
>
> > - releasing the color wheel do not move the mouse to the new position,
> > which
> > > make fine tuning from this release point very hard
> > > but I must say the finest selection with SHIFT is awesome :)
> > Agree, this could be added, however with subpixel precision the second
> > click would be different, unless you add compensation eg: <1 pixel
> > float xy offset which is re-applied on top of the mouse location.
> > Would be a nice touch, again not high priority for me now.
> >
>
>
> [FRANCOIS] at least is will be much closer, because right now it's really
> frustrating to get your old color back if you are not careful
>
>
>
>
>
>
> >
> > > for the Color Balance part, I don't quite understand what as been
> change?
> > I
> > > did some test before with the exact same value on both side (AE MBL &
> > > Blender's Color Balance) and I had the exact same result. As far as I
> was
> > > setting both with the same Color space environment (linear or
> > non-linear).
> > > I didn't push the test as far as before, but it doesn't feel the same,
> I
> > > can't quite understand what it is yet but it's feeling funny. Am I the
> > only
> > > one having this sensation ?
> >
> > The change I made was with lift, it was being added, now its like an
> > inverted gain (scales color around white), with some subtle changes
> > for values above 1.0 (like MBL, which tends to give more useful
> > results, adding was clipping and looked ugly)
> >
>
> [FRANCOIS] the ugly part is exactly the same in MBL. Have you tried it with
> linear color space in AE (it is not set as defaut like in Blender) ? I
> asked
> Stu (the guy who design the application with Red Giant Software) about it,
> and he told me it was normal and LGG was supposed to work with non-linear
> (gamma corrected) image. So maybe the node should re-gamma correct the
> input
> when blender is set to CM, then re-linearize the output.
> Would that work ?
>
>
> Thanks
>
> Fran?ois,
>
>
>
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