Re: [Bf-committers] gradient shop

2010-09-09 Thread Vilem Novak
Hello, on gradient domain conversion and integration was also based the 
bas-relief node patch I did some time ago.
Back than I used some code from the pfstmo tonemapping library.
if having gradient domain conversion and integration as 2 nodes it would  also 
enable:
normalmap -> displacement map conversion,
advanced tonemapping,
V.


>  Původní zpráva 
> Od: Aurel W. 
> Předmět: [Bf-committers] gradient shop
> Datum: 09.9.2010 12:54:26
> 
> Hi,
> 
> just want to share this with you "A Gradient-Domain Optimization
> Framework for Image and Video Filtering"
> http://grail.cs.washington.edu/projects/gradientshop/
> 
> They also published the implementation of some filters and a full
> library with a simple API, all under GPL. Such gradient based filters
> could be a nice addition to the compositor or sequencer and using
> there API such filters are implemented easily.
> 
> Aurel
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> 
> 
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Re: [Bf-committers] GoZ emulation for Blender

2010-09-09 Thread Toni Alatalo
Paolo Ciccone kirjoitti:
> I can write to OBJ fast but Collada opens a whole series of problems. The
> issue for me is not the format as much as the automation. I'm wondering if I
> can call or control the importer/exporter from Blender in a batch/automated
>   

Probably yes. At least in 2.4 times most of them were also normal py 
modules, which were easy enough to import in your own code and call etc. 
You can have something that monitors filesystem for changes, or some 
interprocess comms which can use to tell about changes.

> Paolo Ciccone
>   

~Toni

> On Thu, Sep 9, 2010 at 11:30 AM, Tom M  wrote:
>
>   
>> On Thu, Sep 9, 2010 at 10:06 AM, Paolo Ciccone 
>> wrote:
>> 
>>> Hello.
>>>
>>> You might have seen ZBrush's GoZ, the bidirectional integration between
>>> ZBursh and other 3D modelers like C4D, Maya and Modo. I like the way it
>>> works, it makes the workflow much more fluid and helps the creative
>>>   
>> artists.
>> 
>>> I'd like to implement something similar for Blender, not just for ZBrush
>>>   
>> but
>> 
>>> other applications as well,  and I was wondering if using the OBJ format
>>> would be the right approach. That's what ZBrush does, export to OBJ and
>>>   
>> then
>> 
>>> use a pair of scripts, one of each side, to make the loading and
>>> import/export completely automatic.
>>>
>>> Would this be feasible with the  Blender OBJ import/export scripts or I
>>> should work on a new solution?
>>>   
>> You might want to consider Collada.  Just about 'everything in the
>> universe' has basic support for it now, and if you or someone else
>> wants to support animation in the future that would allow a clear
>> development path.
>>
>> 
>>> Thanks in advance.
>>>
>>> Paolo Ciccone
>>> www.preta3d.com
>>> www.paolociccone.com
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>>>   
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Re: [Bf-committers] GoZ emulation for Blender

2010-09-09 Thread Paolo Ciccone
Actually Collada would be too much work, I'm really thinking about single
figure, model/place inside an app, press a button, have that loaded in
Blender, morph it, press another button and go back to the original app with
the morph loaded.
I can write to OBJ fast but Collada opens a whole series of problems. The
issue for me is not the format as much as the automation. I'm wondering if I
can call or control the importer/exporter from Blender in a batch/automated
way.

Thanks.

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



On Thu, Sep 9, 2010 at 11:30 AM, Tom M  wrote:

> On Thu, Sep 9, 2010 at 10:06 AM, Paolo Ciccone 
> wrote:
> > Hello.
> >
> > You might have seen ZBrush's GoZ, the bidirectional integration between
> > ZBursh and other 3D modelers like C4D, Maya and Modo. I like the way it
> > works, it makes the workflow much more fluid and helps the creative
> artists.
> > I'd like to implement something similar for Blender, not just for ZBrush
> but
> > other applications as well,  and I was wondering if using the OBJ format
> > would be the right approach. That's what ZBrush does, export to OBJ and
> then
> > use a pair of scripts, one of each side, to make the loading and
> > import/export completely automatic.
> >
> > Would this be feasible with the  Blender OBJ import/export scripts or I
> > should work on a new solution?
>
> You might want to consider Collada.  Just about 'everything in the
> universe' has basic support for it now, and if you or someone else
> wants to support animation in the future that would allow a clear
> development path.
>
> >
> > Thanks in advance.
> >
> > Paolo Ciccone
> > www.preta3d.com
> > www.paolociccone.com
> > ___
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> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
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Re: [Bf-committers] GoZ emulation for Blender

2010-09-09 Thread Tom M
On Thu, Sep 9, 2010 at 10:06 AM, Paolo Ciccone  wrote:
> Hello.
>
> You might have seen ZBrush's GoZ, the bidirectional integration between
> ZBursh and other 3D modelers like C4D, Maya and Modo. I like the way it
> works, it makes the workflow much more fluid and helps the creative artists.
> I'd like to implement something similar for Blender, not just for ZBrush but
> other applications as well,  and I was wondering if using the OBJ format
> would be the right approach. That's what ZBrush does, export to OBJ and then
> use a pair of scripts, one of each side, to make the loading and
> import/export completely automatic.
>
> Would this be feasible with the  Blender OBJ import/export scripts or I
> should work on a new solution?

You might want to consider Collada.  Just about 'everything in the
universe' has basic support for it now, and if you or someone else
wants to support animation in the future that would allow a clear
development path.

>
> Thanks in advance.
>
> Paolo Ciccone
> www.preta3d.com
> www.paolociccone.com
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Re: [Bf-committers] PyRNA type definition changes (postpone beta until end of week)

2010-09-09 Thread Campbell Barton
On Thu, Sep 9, 2010 at 5:52 AM, Campbell Barton  wrote:
> On Thu, Sep 9, 2010 at 2:41 AM, Bassam Kurdali  
> wrote:
>> Hi Campbell
>> <--snip>
>>>
>>> Another change to help our api be less confusing is to have operator
>>> properties directly accessible.
>>>
>>> class Operator(bpy.types.Operator):
>>>     myprop = bpy.props.BoolProperty()
>>>    def execute(self, context):
>>> ... this line
>>>         print(self.properties.myprop)
>>> ...could be written as
>>>         print(self.myprop)
>>>
>>> At the moment print(self.myprop) will print the property definition,
>>> but not the property (which is what you want!)
>>> I'd like to keep self.properties available since its how operators
>>> work internally and can be passed as keyword arguments, so this change
>>> is mostly for convent access.
>>>
>> The question that came to mind here (as I mentioned on irc) is that if
>> you *did* want to print/access the property definition, how would you do
>> so if self.myprop just returns the value?
>> cheers
>> Bassam
>> PS- thanks for the mail, it cleared up some things that had been long
>> confusing me re. the api.
>
> operators define StructRNA types once registered so you can do...
>
 bpy.types.IMPORT_SCENE_OT_obj.bl_rna.properties["ROTATE_X90"]
> 
>
> just like...
 bpy.types.Scene.bl_rna.properties["frame_start"]
> 
>
> having bl_rna is ugly but needed ATM since the python class and the
> rna type a different (perhaps they could be made into the same type
> but its not trivial).

This proposal has been completed in svn, and I think its ready for
testing (before beta)

In brief:
  # done using a metaclass bpy_types.py:RNA_IDProp_Meta
- bpy.types.Scene.foo = BoolProperty(...)
  # done using property()'s replace the rna property definition after
registration, these forward attribute access to self.properties

- self.properties.foo --> self.foo
- removed bpy.types.Scene.***Property() , class methods.


*TODO's - not urgent *
- figure out why C defined metaclasses crash (spend almost a day on
this already, used a python defined class to get this working)
- use a better intermediate object for storing unregistered property
definitions. currently a tuple  (func, {kw})
- current method for operators forwarding getset's to 'property()'
attribute can be improved, though tried overriding getattr/setattr in
C and python, couldn't get either working right since they call
themselves recursively.

-- 
- Campbell
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[Bf-committers] GoZ emulation for Blender

2010-09-09 Thread Paolo Ciccone
Hello.

You might have seen ZBrush's GoZ, the bidirectional integration between
ZBursh and other 3D modelers like C4D, Maya and Modo. I like the way it
works, it makes the workflow much more fluid and helps the creative artists.
I'd like to implement something similar for Blender, not just for ZBrush but
other applications as well,  and I was wondering if using the OBJ format
would be the right approach. That's what ZBrush does, export to OBJ and then
use a pair of scripts, one of each side, to make the loading and
import/export completely automatic.

Would this be feasible with the  Blender OBJ import/export scripts or I
should work on a new solution?

Thanks in advance.

Paolo Ciccone
www.preta3d.com
www.paolociccone.com
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Re: [Bf-committers] BLF_draw_default not working

2010-09-09 Thread Kent Mein
In reply to Andrew Green (greenie...@gmail.com):

Hi Andew,

I commented your forum link on this but just incase you didn't see it,
I'm including it here.

Your trying to insert it way to low in the code. 
GHOST is the window manager, it doesn't know anything about 
the BLI stuff.  If you look closely at the code I think you'll see that you 
don't have the proper context in the GHOST code for the BLI stuff. 

Do a search through the code for BLF_draw_default 
and look for where it shows up. You probably want to put it 
in the 3D window where other stuff is drawn anyway, maybe where it 
draws the labels for X,Y,Z etc...  Try first inserting it next to
another call to BLF_draw_default and then go from there.

Thanks,

Kent

> Date: Wed, 8 Sep 2010 19:17:32 +1000
> From: Andrew Green 
> To: bf-committers@blender.org
> Subject: [Bf-committers] BLF_draw_default not working
> Reply-To: bf-blender developers 
> 
> I have never programmed in blender before. so I am unfamiliar with how
> blender works.
> Anyway I was playing with screencast and noticed you could not see
> users cursor. I decided to fix this by adding a cursor drawn in
> opengl(which would get saved in the video file) and add a display of
> key's being pressed
> 
> I just wanted to do a quick job by doing it just before the buffer was 
> flipped.
> so in wm_window.c
> in void wm_window_swap_buffers(wmWindow *win)
> i made a triangle at cursor position. all well and good and it worked.
> I then added a linked list adding an element every time a key was
> pressed removing it when it was lifted which worked all good.
> 
> Then i tried to print text to the screen. someone told me
> BLF_draw_default was the way to go
> 
> And no matter how i call it. it will not work
> even something like BLF_draw_default(2, 2, 0.0f, "x");
> does not work
> 
> I've been going crazy trying to get it works for hours and hours.
> 
> If anyone can tell me how to get it to work or why it wont work when
> being called in
> void wm_window_swap_buffers(wmWindow *win)
> 
> I will be extremely grateful.
> 
> here is a quick look of what i have so far
> http://www.youtube.com/watch?v=U5eyYMmZA4s
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-- 
m...@cs.umn.edu
http://www.cs.umn.edu/~mein
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Re: [Bf-committers] Which IDE is best for develop Blender on Windows

2010-09-09 Thread Pacific Morrowind
  The only C++ IDE I have experience with is Visual Stuido express... 
both 2008 and 2010 versions (beta of 2010 did have some er fatal errors 
for building blender unless you hand edited some of VS's files but they 
are fixed in the full release) work fine with using Cmake to generate 
the project files.
Pacific

On 09/09/2010 7:07 AM, Xavier Thomas wrote:
> I heard that the free version of Visual Studio (express) are working
> OK (the 2008 at least, 2010 I am not sure)
> Also the Scope navigation/refactoring tools have made their apparition
> in QTcreator quit some time ago. I use it since then as it is
> definitely the lightest/quickest. However I don't know if it will be
> able to compile correctly on windows.
>
> 2010/9/9:
>> Hello
>>
>>   Perhaps this question have raised a million times, I don't want a flame
>> wars about preferences, just simple advices.
>>
>>   Now that I'm spending lot of time in Blender is time to think about the
>> ergonomics of my development that could impact also my productivity, so
>> far I have being using SourceNavigator as an IDE and compiling with
>> Scons.
>>
>>   SourceNavigator is a great tool for making searches in the code (hence
>> its name ;) ) but is so 80's and after several levels of searches you
>> easily could get lost and comeback is dificult. Also, compiling outside
>> the IDE make tracking bugs a 10x more time consuming that should be in a
>> full IDE and I could not make use of debugger also :|
>>
>>   so, what compiling enviroment do you suggest me?
>>
>>   I could use VS 2005 but the projectfiles that Cmake generates me always
>> cause me some troubles (I would prefer this if I manage to compile on
>> it)
>>
>>   CodeBlocks also fill my needs to perform extensive code seraches but
>> again, I get libraries troubles, even if they are there O_O!
>>
>>   I once use Qt IDE but I could not perform extensive search on it
>>
>>   what about DevC++ and others?
>>
>>cheers and thanks in advance
>> Farsthary
>>
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Re: [Bf-committers] Which IDE is best for develop Blender on Windows

2010-09-09 Thread Xavier Thomas
I heard that the free version of Visual Studio (express) are working
OK (the 2008 at least, 2010 I am not sure)
Also the Scope navigation/refactoring tools have made their apparition
in QTcreator quit some time ago. I use it since then as it is
definitely the lightest/quickest. However I don't know if it will be
able to compile correctly on windows.

2010/9/9  :
> Hello
>
>  Perhaps this question have raised a million times, I don't want a flame
> wars about preferences, just simple advices.
>
>  Now that I'm spending lot of time in Blender is time to think about the
> ergonomics of my development that could impact also my productivity, so
> far I have being using SourceNavigator as an IDE and compiling with
> Scons.
>
>  SourceNavigator is a great tool for making searches in the code (hence
> its name ;) ) but is so 80's and after several levels of searches you
> easily could get lost and comeback is dificult. Also, compiling outside
> the IDE make tracking bugs a 10x more time consuming that should be in a
> full IDE and I could not make use of debugger also :|
>
>  so, what compiling enviroment do you suggest me?
>
>  I could use VS 2005 but the projectfiles that Cmake generates me always
> cause me some troubles (I would prefer this if I manage to compile on
> it)
>
>  CodeBlocks also fill my needs to perform extensive code seraches but
> again, I get libraries troubles, even if they are there O_O!
>
>  I once use Qt IDE but I could not perform extensive search on it
>
>  what about DevC++ and others?
>
>                                           cheers and thanks in advance
> Farsthary
>
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[Bf-committers] Which IDE is best for develop Blender on Windows

2010-09-09 Thread raulf
Hello

  Perhaps this question have raised a million times, I don't want a flame
wars about preferences, just simple advices.

 Now that I'm spending lot of time in Blender is time to think about the
ergonomics of my development that could impact also my productivity, so
far I have being using SourceNavigator as an IDE and compiling with
Scons.

  SourceNavigator is a great tool for making searches in the code (hence
its name ;) ) but is so 80's and after several levels of searches you
easily could get lost and comeback is dificult. Also, compiling outside
the IDE make tracking bugs a 10x more time consuming that should be in a
full IDE and I could not make use of debugger also :|

  so, what compiling enviroment do you suggest me?

  I could use VS 2005 but the projectfiles that Cmake generates me always
cause me some troubles (I would prefer this if I manage to compile on
it)

  CodeBlocks also fill my needs to perform extensive code seraches but
again, I get libraries troubles, even if they are there O_O!

  I once use Qt IDE but I could not perform extensive search on it

 what about DevC++ and others?

   cheers and thanks in advance
Farsthary

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Re: [Bf-committers] Patch #23738: Add function to select all keyframes left/right to current frame in dope sheet

2010-09-09 Thread Torsten Rupp
Dear Daniel,

> This is already possible by Ctrl clicking on a key frame to the
> left or right of current frame

Thank you for this information. I did not know this. Great! 
Nevertheless it looks like a secret, at least I did found this 
functionallity in any menu. My patch may be obsolete now, but I 
would to see some menu entry for this functions.

Torsten
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Re: [Bf-committers] gradient shop

2010-09-09 Thread Daniel Salazar - 3Developer.com
Nice filters

Daniel Salazar
www.3developer.com



On Thu, Sep 9, 2010 at 4:44 AM, Aurel W.  wrote:
> Hi,
>
> just want to share this with you "A Gradient-Domain Optimization
> Framework for Image and Video Filtering"
> http://grail.cs.washington.edu/projects/gradientshop/
>
> They also published the implementation of some filters and a full
> library with a simple API, all under GPL. Such gradient based filters
> could be a nice addition to the compositor or sequencer and using
> there API such filters are implemented easily.
>
> Aurel
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[Bf-committers] gradient shop

2010-09-09 Thread Aurel W.
Hi,

just want to share this with you "A Gradient-Domain Optimization
Framework for Image and Video Filtering"
http://grail.cs.washington.edu/projects/gradientshop/

They also published the implementation of some filters and a full
library with a simple API, all under GPL. Such gradient based filters
could be a nice addition to the compositor or sequencer and using
there API such filters are implemented easily.

Aurel
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