[Bf-committers] Feature idea: material assigment for modifiers

2011-02-28 Thread Bassam Kurdali
 I spoke with Campbell on irc, and he suggested I mail this to the list
as a general proposal. It came up from me wanting a different material
assignment for the inner and outer faces of a solidify modifier (as
opposed to just the rim).

 Campbell suggested that hacking this in would be easy but a bit ugly;
he proposed that a more generalized feature that would work for any
modifier, in a consistent way, would be better. Indeed I could easily
imagine this being desirable for at least:

Solidify (currently just rim, but also inner outer)
Mirror
Bevel
Array
Boolean (already works by inheriting original materials?)

List of concerns:

-Blender does not guarantee material order is the same (e.g. when
joining)
-a way to modify materials used might not work reliably
-doing it only for Solidify feels arbitrary, since it might be useful
anytime you generate new faces-a more general way would be better (hence
this proposal)
-referencing material by index is "crappy and likely to break"
-referencing directly could work, with the restriction that it exists in
the mesh/object (is this a certain restriction? could it just be there
in the scene?)
-referencing the materials using an offset rather than index, so you can
have multiple materials assigned to the mesh, and offset them for
generated faces.
-an imperfect but general known way that works for all modifiers would
be acceptable.

I think I've covered everything we talked about; My current need is only
for solidify (rigged thin sheets with a requirement to have something
only printed on one side)- and I can work around this in multiple ways,
so no real pressure. A more general solution would be more useful/
future proof.

cheers
Bassam

PS- whatever the choice, the assignment, whether by material, index, or
index offset should be visible in the modifier panel; just a checkbox
would be ultimately ugly, since (other than tooltips) there would be no
user visible/adjustable way of selecting the required material. (you can
do so for indexes in the material properties by putting the right
materials in the right slots, but this feels quite hidden)



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Re: [Bf-committers] bump mapping - white is down & black is up???

2011-02-28 Thread Sean Olson
Wow, it seems like this is the rare issue where all seem to be in agreement!
 Seems white = up, black = down.  Though my word does not carry much weight
I would like to give a +1 to making it this way.

And I might as well throw my little analogy here - For bump mapping I always
thought of snow.   As snow piles up, things get more white.  As snow goes
away, things of course turn more brown/black.  Yet another of the seemingly
endless analogies for black equaling crevasses and white equaling peaks.
Hope this proposal goes through!

-Sean

2011/2/25 Ρυακιωτάκης Αντώνης 

> I think black=crevice white=peak is the convention too. Most(all?) of the
> bump-mapping related papers I've seen are written on this premise.
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Re: [Bf-committers] bump mapping - white is down & black is up???

2011-02-28 Thread Daniel Salazar - 3Developer.com
right.. we could come up with a million analogies for one or the other
side. Anyway I've done some investigation and the other mainstream
software I checked all use white for height an black for down. We
could have a fix like the one they did for normal maps

cheers

Daniel Salazar
www.3developer.com



2011/2/28 Sean Olson :
> Wow, it seems like this is the rare issue where all seem to be in agreement!
>  Seems white = up, black = down.  Though my word does not carry much weight
> I would like to give a +1 to making it this way.
>
> And I might as well throw my little analogy here - For bump mapping I always
> thought of snow.   As snow piles up, things get more white.  As snow goes
> away, things of course turn more brown/black.  Yet another of the seemingly
> endless analogies for black equaling crevasses and white equaling peaks.
> Hope this proposal goes through!
>
> -Sean
>
> 2011/2/25 Ρυακιωτάκης Αντώνης 
>
>> I think black=crevice white=peak is the convention too. Most(all?) of the
>> bump-mapping related papers I've seen are written on this premise.
>> ___
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>
>
>
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Re: [Bf-committers] bump mapping - white is down & black is up???

2011-02-28 Thread Morten Mikkelsen
Just want to make sure everybody realizes I already attached my proposal for
a patch in my previous e-mail to this
discussion. There's also a comment I put in on why etc. Please check it out.

Morten.





On Mon, Feb 28, 2011 at 3:34 PM, Daniel Salazar - 3Developer.com <
zan...@gmail.com> wrote:

> right.. we could come up with a million analogies for one or the other
> side. Anyway I've done some investigation and the other mainstream
> software I checked all use white for height an black for down. We
> could have a fix like the one they did for normal maps
>
> cheers
>
> Daniel Salazar
> www.3developer.com
>
>
>
> 2011/2/28 Sean Olson :
> > Wow, it seems like this is the rare issue where all seem to be in
> agreement!
> >  Seems white = up, black = down.  Though my word does not carry much
> weight
> > I would like to give a +1 to making it this way.
> >
> > And I might as well throw my little analogy here - For bump mapping I
> always
> > thought of snow.   As snow piles up, things get more white.  As snow goes
> > away, things of course turn more brown/black.  Yet another of the
> seemingly
> > endless analogies for black equaling crevasses and white equaling peaks.
> > Hope this proposal goes through!
> >
> > -Sean
> >
> > 2011/2/25 Ρυακιωτάκης Αντώνης 
> >
> >> I think black=crevice white=peak is the convention too. Most(all?) of
> the
> >> bump-mapping related papers I've seen are written on this premise.
> >> ___
> >> Bf-committers mailing list
> >> Bf-committers@blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
> >
> >
> >
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> > || AIM at shatterstar98
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[Bf-committers] Proposal: Make Net Render an addon

2011-02-28 Thread Daniel Salazar - 3Developer.com
Hi, I'd like to be able to switch off netrender. Could it become an addon?

cheers,
Daniel Salazar
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Re: [Bf-committers] Proposal: Make Net Render an addon

2011-02-28 Thread Martin Poirier
I already have the change here, just want to check one last thing with Campbell 
first.

Martin

--- On Mon, 2/28/11, Daniel Salazar - 3Developer.com  wrote:

> From: Daniel Salazar - 3Developer.com 
> Subject: [Bf-committers] Proposal: Make Net Render an addon
> To: "bf-blender developers" 
> Received: Monday, February 28, 2011, 6:50 PM
> Hi, I'd like to be able to switch off
> netrender. Could it become an addon?
> 
> cheers,
> Daniel Salazar
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[Bf-committers] Problems with Bake Action. Python script uses variables that no longer exists in the engine. Causes exception. NLA.py

2011-02-28 Thread antony k jones
Thanks,
 Tony
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