Re: [Bf-committers] making CurveMapping objects editable from Python

2011-01-18 Thread Xavier Thomas
You do not need to search.
If YOU submitted the patch, then it will show up on your home page of
projects.blender.org in the Submitted Artifacts section.

2011/1/18 Dan Eicher d...@trollwerks.org

 On Mon, Jan 17, 2011 at 8:38 PM, Stephen Swaney sswa...@centurytel.net
 wrote:
  On Mon, Jan 17, 2011 at 04:17:27AM -0700, Dan Eicher wrote:
  I did a patch for this a while back but it was rejected for reasons I
  can't remember now.
 
  http://www.pasteall.org/18339/diff
 
  Reasons we submit patches to the patch tracker are so
 
  * they do not get overlooked or forgotten
 
  * they can be discussed
 
  * problems can be corrected
 
  Just a thought...
  --
  Stephen Swaney
  sswa...@centurytel.net
 

 Pretty sure I did submit it just too lazy to search (and it was easier
 to pasteall it).

 Or maybe not, either way still too lazy to search...
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Re: [Bf-committers] color wheel upside down

2011-01-18 Thread Xavier Thomas
The color wheels are HSV, there is no standrad way to represent them but
using some of the more commom math/trigo rules:
a Hue of 0º (Red should be on the +X axis) and rotaion go in the
trigonometric sense (conterclock wise)

Scopes have nothing to do with this:
Colorwheels are represented in HSV space with HS beeing used as polar
coordinates
Vectorscope is in YUV sapce with UV beeing used as cartesian coordinates


Xavier


2011/1/18 Troy Sobotka troy.sobo...@gmail.com

  Look at Blender ones, the red is at the bottom, while all in that page
  put it at the top or the right side, following typical starts for
  clocks or angles (resp.). That is what he is pointing, that Blender is
  yet another style with hard to explain 0 points down.

 As opposed to 0 being lower left or middle right?

 There certainly is no such thing as a standard here from what research
 is available.

  And if the video scopes do something else as he pointed, that is
  really bad, because it is inconsistent with itself and only causes
  headaches.

 Agree. Xat and Matt would be able to help on the reasoning behind the
 scopes.

 Unifying the wheel orientations for internal consistency makes solid
 design sense.

 As to models to follow, it comes down to audience. If the audience is
 a grading specialist, probably following Resolve or Lustre makes
 sense.

 Just throwing it out there...

 Lustre:
 http://download.autodesk.com/us/systemdocs/help/2010/Lustre2010/help/images/MED/Lustre/Help/English/primary_colour_grading/ink_svg/PR_lin.png
 Avid:
 http://digitalfilms.files.wordpress.com/2010/03/blg_wheels_avid_1.jpg
 Davinci Resolve:
 http://www.digitalcontentproducer.com/mag/510MIL_BetaSight-daVinci1.jpg
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Re: [Bf-committers] color wheel upside down

2011-01-18 Thread Sean Olson
Would it be possible to make the color wheel rotateable/mirrored via a
modifier key?  Then all preferences could be had.

On Tuesday, January 18, 2011, Xavier Thomas
xavier.thomas.1...@gmail.com wrote:
 The color wheels are HSV, there is no standrad way to represent them but
 using some of the more commom math/trigo rules:
 a Hue of 0º (Red should be on the +X axis) and rotaion go in the
 trigonometric sense (conterclock wise)

 Scopes have nothing to do with this:
 Colorwheels are represented in HSV space with HS beeing used as polar
 coordinates
 Vectorscope is in YUV sapce with UV beeing used as cartesian coordinates


 Xavier


 2011/1/18 Troy Sobotka troy.sobo...@gmail.com

  Look at Blender ones, the red is at the bottom, while all in that page
  put it at the top or the right side, following typical starts for
  clocks or angles (resp.). That is what he is pointing, that Blender is
  yet another style with hard to explain 0 points down.

 As opposed to 0 being lower left or middle right?

 There certainly is no such thing as a standard here from what research
 is available.

  And if the video scopes do something else as he pointed, that is
  really bad, because it is inconsistent with itself and only causes
  headaches.

 Agree. Xat and Matt would be able to help on the reasoning behind the
 scopes.

 Unifying the wheel orientations for internal consistency makes solid
 design sense.

 As to models to follow, it comes down to audience. If the audience is
 a grading specialist, probably following Resolve or Lustre makes
 sense.

 Just throwing it out there...

 Lustre:
 http://download.autodesk.com/us/systemdocs/help/2010/Lustre2010/help/images/MED/Lustre/Help/English/primary_colour_grading/ink_svg/PR_lin.png
 Avid:
 http://digitalfilms.files.wordpress.com/2010/03/blg_wheels_avid_1.jpg
 Davinci Resolve:
 http://www.digitalcontentproducer.com/mag/510MIL_BetaSight-daVinci1.jpg
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Re: [Bf-committers] color wheel upside down

2011-01-18 Thread Knapp
On Tue, Jan 18, 2011 at 6:04 PM, Sean Olson seanol...@gmail.com wrote:
 Would it be possible to make the color wheel rotateable/mirrored via a
 modifier key?  Then all preferences could be had.


Just put it in the user preferences as a degree off set.
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[Bf-committers] bd_dna problem

2011-01-18 Thread Sergey Kurdakov
Hi,

just to let to know

I did not update code for a while and today
fresh svn gives the following output

1-- Build started: Project: bf_dna, Configuration: Debug Win32 --
1  Generating dna.c
1  Running makesdna at debug level 0
1   Program version: $Id: makesdna.c 33448 2010-12-03 17:05:21Z
campbellbarton $
1CUSTOMBUILD : error : still 1 structs unknown
1  *** Unknown structs :
1PreviewImage

on both 32 bit and 64 bit under windows.

Regards
Sergey
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Re: [Bf-committers] bd_dna problem

2011-01-18 Thread pete larabell
Does the same on 32bit linux...

On Tue, Jan 18, 2011 at 12:18 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote:

 Hi,

 just to let to know

 I did not update code for a while and today
 fresh svn gives the following output

 1-- Build started: Project: bf_dna, Configuration: Debug Win32 --
 1  Generating dna.c
 1  Running makesdna at debug level 0
 1   Program version: $Id: makesdna.c 33448 2010-12-03 17:05:21Z
 campbellbarton $
 1CUSTOMBUILD : error : still 1 structs unknown
 1  *** Unknown structs :
 1PreviewImage

 on both 32 bit and 64 bit under windows.

 Regards
 Sergey
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Re: [Bf-committers] bd_dna problem

2011-01-18 Thread pete larabell
sorry, using CMake, it also produces that error under 32bit linux.

On Tue, Jan 18, 2011 at 12:43 PM, pete larabell xgl.asyl...@gmail.comwrote:

 Does the same on 32bit linux...


 On Tue, Jan 18, 2011 at 12:18 PM, Sergey Kurdakov 
 sergey.fo...@gmail.comwrote:

 Hi,

 just to let to know

 I did not update code for a while and today
 fresh svn gives the following output

 1-- Build started: Project: bf_dna, Configuration: Debug Win32 --
 1  Generating dna.c
 1  Running makesdna at debug level 0
 1   Program version: $Id: makesdna.c 33448 2010-12-03 17:05:21Z
 campbellbarton $
 1CUSTOMBUILD : error : still 1 structs unknown
 1  *** Unknown structs :
 1PreviewImage

 on both 32 bit and 64 bit under windows.

 Regards
 Sergey
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[Bf-committers] [Patch]Fix issue to build blender-2.56 with python-3.2 Beta 2

2011-01-18 Thread Jochen Schmitt

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hallo,

I have tried to build blender-2.56 agains the Beta 2 of python-3.2
which you may find in the rawhide repsitory of Fedora.

to get the build working, I have create the following patch:

diff -up
blender-2.56-beta-source/source/gameengine/GameLogic/SCA_PythonController.cpp.py32
blender-2.56-beta-source/source/gameengine/GameLogic/SCA_PythonController.cpp
- ---
blender-2.56-beta-source/source/gameengine/GameLogic/SCA_PythonController.cpp.py32

2011-01-16 22:44:18.70680 +0100
+++
blender-2.56-beta-source/source/gameengine/GameLogic/SCA_PythonController.cpp  
 
 
2011-01-16 22:44:54.668810004 +0100
@@ -408,7 +408,7 @@ void SCA_PythonController::Trigger(SCA_L
 */
 
excdict= PyDict_Copy(m_pythondictionary);
- -   resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
excdict, excdict);
+   resultobj = PyEval_EvalCode((PyObject*)m_bytecode,
excdict, excdict);
/* PyRun_SimpleString(m_scriptText.Ptr()); */
break;


Best Regards:

Jochen Schmitt
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org/

iJwEAQECAAYFAk01/rUACgkQZLAIBz9lVu8zewQAqTk3PDjcwgRNd0b8Ms8HtN1a
KiKBVm9XI6c/R2FUNHTkeyntYvJOgUCEGAGNmsyZQOEWLq8u44hbaxo8aDqt6Kj8
oF8HgHv/Pxvqv3yktyahDxi7oGAxsBGv/eYMMgeRJaHPiMZUYikO/g79+qc8yTXw
uRo8KzUugr5y5DSHoK8=
=IEtB
-END PGP SIGNATURE-

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Re: [Bf-committers] [Patch]Fix issue to build blender-2.56 with python-3.2 Beta 2

2011-01-18 Thread Campbell Barton
Needed to made a few other changes for 3.2 support, committed r34392.

On Tue, Jan 18, 2011 at 8:57 PM, Jochen Schmitt joc...@herr-schmitt.de wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Hallo,

 I have tried to build blender-2.56 agains the Beta 2 of python-3.2
 which you may find in the rawhide repsitory of Fedora.

 to get the build working, I have create the following patch:

 diff -up
 blender-2.56-beta-source/source/gameengine/GameLogic/SCA_PythonController.cpp.py32
 blender-2.56-beta-source/source/gameengine/GameLogic/SCA_PythonController.cpp
 - ---
 blender-2.56-beta-source/source/gameengine/GameLogic/SCA_PythonController.cpp.py32

 2011-01-16 22:44:18.70680 +0100
 +++
 blender-2.56-beta-source/source/gameengine/GameLogic/SCA_PythonController.cpp


 2011-01-16 22:44:54.668810004 +0100
 @@ -408,7 +408,7 @@ void SCA_PythonController::Trigger(SCA_L
                 */

                excdict= PyDict_Copy(m_pythondictionary);
 - -               resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
 excdict, excdict);
 +               resultobj = PyEval_EvalCode((PyObject*)m_bytecode,
 excdict, excdict);
                /* PyRun_SimpleString(m_scriptText.Ptr()); */
                break;


 Best Regards:

 Jochen Schmitt
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.11 (GNU/Linux)
 Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org/

 iJwEAQECAAYFAk01/rUACgkQZLAIBz9lVu8zewQAqTk3PDjcwgRNd0b8Ms8HtN1a
 KiKBVm9XI6c/R2FUNHTkeyntYvJOgUCEGAGNmsyZQOEWLq8u44hbaxo8aDqt6Kj8
 oF8HgHv/Pxvqv3yktyahDxi7oGAxsBGv/eYMMgeRJaHPiMZUYikO/g79+qc8yTXw
 uRo8KzUugr5y5DSHoK8=
 =IEtB
 -END PGP SIGNATURE-

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Re: [Bf-committers] Makefile support

2011-01-18 Thread GSR
Hi,
t...@blender.org (2011-01-16 at 1951.57 +0100):
 I already gave up on Makefiles for OSX a month ago or so... it was  
 giving me inpredictable instable builds, and trying to figure out why  
 I gave up after a day.

When new functions are added or old dropped, it does not detect all
the dependencies and you have to do a full build, instead of a quicky
one. Or so it seems.

 It seems to me it's still used by a couple of people here. I'd like to  
 know if there's - apart from personal taste - there's important  
 reasons to keep supporting it? The system is close to collapse under  
 its own weight, seems to me. :)

Here it keeps going. I would ask people in Irix or similar, if they
really need it or we can move to cmake. It could also mean dropping
scons and just get one single build system, finally.

 Let me confirm that switching to CMake was painless and quick and it  
 builds faster than ever. I'm not totally happy with the noisy colorful  
 prints of cmake, but I'm quite sure that's a matter of time to get  
 solved too.

You can disable colour, even if by just tricking it into a pipe like
| grep --line-buffered '' or with the right parameter/option. OTOH,
if you want to use | less -R you lose colours without option to keep
them (the -R would show them). Nevermind cmake colours are mostly per
line, instead of useful syntax highlighting (important words, not full
blocks of the same colour). It even lies and adds useless lines (now
that we are talking about its output), saying it has built something
when in reality it did not because the targets was up to date.

 Obviously; if we remove makefiles from svn, it'll allow in source  
 builds for cmake.

cmake documentation recommends against that, some things depend on out
of tree builds, maybe Blender does not use them now, but could and
then you have to go back to out of source. Better not depend on
it. Anyway, commiting the result would not work (full paths are not
portable), and out of tree has other adventages, like tools not
wasting time with meaningless files or being able to clean for sure.

GSR
 
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Re: [Bf-committers] Proposal: Blender OpenCL compositor

2011-01-18 Thread François T .
thx for answering to my blog post via your proposal, to answer some of your
questions there :

*expression py* - only because it is User/Artist oriented. While python is
great for doing this kind of stuff and pretty popular to most people, I'm
not so sure about openCL language. by the way this is not a way to make new
node, it is just a node which can control some parameter or datas in your
comp.
Look at what is done with Expression in AE :
http://www.videocopilot.net/basic/tutorials/09.Expressions/ I don't think it
does need OCL power to do this kind of thing. Probably more for the Nuke
kind of Expression node because it can be do some pixel processing, but then
it is just a wrapper ?
Maybe on a programmer stand point of view it needs to be openCL or
whatever... maybe not for the front end user. IMO this needs to be
consistent with the rest of the scripting language in Blender. Again
production tool :)


*custom passes* are not mask, they are just render passes (normal, P pass,
vector pass... ), but more on a 3d render side rather than the compositor.

*masks* if you refer to the Addon RotoBezier, then yes it is still to be
done IMO. this should be a native tool with all the features that comes
with. Probably a new node any way. As I said RotoBezier is a great work
around in the mean time, but not a production tool at all.

*openFX* please pretty please :D


F




2011/1/16 Erwin Coumans erwin.coum...@gmail.com

 Bullet uses its own MiniCL fallback, it requires no external references,
 the main issue is that it is not a full OpenCL implementation (no barriers
 yet etc). We developed MiniCL primarily for debugging and secondary to run
 the Bullet OpenCL kernels on platforms that lack an OpenCL implementation.

 The Intel and AMD OpenCL drivers for CPU perform similar to regular multi
 threaded code (pthreads, openpm etc) but it is more suitable for data
 parallel problems and not for complex code with many branches.

 So while you can port a compositor or cloth simulation to OpenCL, most
 general purpose code requires large refactoring and simplification causing
 reduced quality, so don't expect miracles.

 Still, it will be fun to see compositing, physics simulation etc in Blender
 being accelerated through OpenCL, optionally.

 Thanks,
 Erwin

 On Jan 16, 2011, at 5:34 AM, Jeroen Bakker j.bak...@atmind.nl wrote:

  On 01/15/2011 03:55 PM, (Ry)akiotakis (An)tonis wrote:
  On 15 January 2011 09:19, Matt Ebbm...@mke3.net  wrote:
  While I can believe that there will be dedicated online farms set up
  for this sort of thing I was more referring to farms in animation
  studios, most of which are not designed around GPU power - now, and
  nor probably for a while in the future. Even imagining if in the
  future blender uses openCL heavily, if a studio has not designed a
  farm specifically for blender (which is quite rare), CPU performance
  will continue to be very important. I'm curious how openCL translates
  to CPU multiprocessing performance, especially in comparison with
  using something like blender's existing pthread wrapper.
 
  cheers,
 
  Matt
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  I have to disagree on that. Almost every 'serious' user today has an
  OpenCL capable GPU and they can benefit from an OpenCL implementation.
  Besides OpenCL allows for utilization of both CPU and GPU at the same
  time. It's not as if it sets a restriction on CPUs.
  In my understanding the issue is that internal renderfarms have no
  'OpenCL' capable GPU (yet). It is not an issue on the user side. Like
  during durian, we have workstations with medium gpu's and only cpu based
  renderfarm. The question is how would a cpu-based renderfarm benefit
  from opencl?
 
  Users on the otherhand have different issues. Our user population also
  have non OpenCL capable hardware/OS's. therefore we still need a full
  CPU-based fallback or the bulletsolution by implementing an own opencl
  driver. The bullet solution is complicated in our situation as it needs
  a lot of external references (compilers, linkers, loaders etc)
 
  Jeroen
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Re: [Bf-committers] Proposal: Blender OpenCL compositor

2011-01-18 Thread Ian Johnson
I would just like to chime in on this proposal with my personal experience
developing in OpenCL for use in the Blender Game Engine.
As has been pointed out, not everything can be sped up with OpenCL, and
because it supports multiple device architectures, a code optimized for the
GPU won't run fast on the CPU.
Then there is the question of user's having the hardware to even run
it, necessitating a CPU only fall-back. With all these factors one might
ask, is it worth it?
I personally think it is very well worth it, especially if it is viewed as
an optional accelerator rather than wholesale algorithm replacement. The
speed benefits for the highly parallelizable problems already mentioned such
as compositing/filters as well as physics such as particle systems (plug:
http://enja.org/2010/12/16/particles-in-bge-fluids-in-real-time-with-opencl/ )
are very convincing. There is a lot of research going into GPU computing for
CG applications, and NVIDIA is pushing CUDA hard. While Blender won't adopt
a proprietary solution such as CUDA, many of the algorithms and techniques
developed for it can be translated to OpenCL.

I'm excited about this proposal not because I want faster compositing, but
because it sets up a framework for dealing with OpenCL in a sane way inside
Blender. I'm currently developing my library standalone and linking it to
Blender, using my own OpenCL wrappers around the Khronos ones. As I learn
more about the Blender codebase, as well as look to Bullet I am dismayed by
my own code's fragility. Sure it runs fast on the machines I've tested but I
do not trust it to be in a consumer facing application for a while. As a
student and a researcher I'm compelled to spend most of my time developing
the algorithm and as much as I'd like to integrate my code cleanly it will
be a while before that can happen. This proposal would give me as a
developer a better platform for contributing directly to Blender, as well as
a central location for me to put any effort into standardizing an OpenCL
interface based on my experience with it. Furthermore, as other developers
start to accelerate their code we will need a solid way of managing device
resources and avoid redundant or competing memory transfers.

With the new architectures coming out, the prevalence of capable GPUs and
the increasingly sophisticated algorithms available I think OpenCL is going
to be essential. I'd like to throw what little weight I have behind this
proposal along with my 2 cents :)
Ian


Hi all,


The last few months I have worked hard on a the proposal of the OpenCL

based compositor. Currently the proposal is ready that it is clear how

the solution should work and what the impact is. As the proposal is on

the technical level the end-user won't feel a difference, except for a

fast tile based compositor system. In functionality it should be the same.


There are 2 aspects that will be solved:

 * Tiled based compositing

 * OpenCL compositing


To implement these I will introduce additional components:

 * Tiled based memory manager

 * Node (pre-)compiler

 * Configurable automatically data conversion for compositor node systems

 * OpenCL driver manager

 * OpenCL configuration screen

 * Some debug information:

   * OpenCL program, performance etc.

   * Execution tree (including data types, resolution and kernelgrouping)

   * Visualizing tiles needed for calculation of an area.


And introduce several new data types

 * Kernels and KernelGroup

 * Camera data type

 * Various color data types


I have put all the documents on a project-website for review. As the

proposal is quite long and complex. (all decisions are connected with

each other.)

Please use bf-committers or #blendercoders to discuss the proposal also

if something is not clear.


http://ocl.atmind.nl/doku.php?id=design:proposal:compositor-redesign


Cheers,

Jeroen Bakker

-- 
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http://enja.org
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