Re: [Bf-committers] development of conditional pass-thru node for compositor
Thank you, LetterRip, Firstly, I am sorry to reply email like this, cause I don't actually know how to reply an email on mailing list with gmail website. I don't know if I should turn off daily digest on the mailing list, otherwise it seems I couldn't reply email with simple reply button. could you explain a bit more of your 'beginner' status - are you new to programming or just new to programming blender. I am a beginner programmer and new to blender, this is the first FOSS project and first software project for me. But I have experience on compositing, computer vision and cg. Actually I'm a student doing a FOSS course in CS school of ANU now. I chose blender base on my background and motivation. I have C background and know little python. I do CV staff in matlab. This summer we expect to have one or two students focused on matchmoving related coding (integration of libmv and improving libmv for the areas important to our usage). I am interested in this, since it's a CV project which I knew. there are some nodes and sequencer plugins that have been developed for matting that haven't been integrated yet and could be ported to 2.5x code base to use in the compositor. Are these in svn server? The 'GIMP' has integrated SIOX and has a branch that has tools for getting a much cleaner plate (smarter feathering control). I know brecht did a SIOX patch a year or two ago and didn't feel it was worthwhile at that time, but I think that with the update to SIOX for l2009 Gimp GSOC project it might good enough to be useful. These are digital image processing projects, I think SIOX has better result. == Thank you so much for this email, you provided useful info, pointed pathway for me. I'll continue to research on blender. cheers, Jianming (Tom) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] No more subsurf and mirror modifier with scupt mode?
Hi Ronan! Yep, you're right -- constructive modifiers (like array, mirror, subsurf,...) were disabled when sculpting. This was made to make sculpting more obvious and enable sculpting on deformed mesh. Main problem of old approach was using undeformed mesh to calculate strokes, which was invisible. This was giving reasonable results while you hasn't tried to sculpt on armatured mesh or on lo-poly mesh with high level of subdivision modifier. Now you could easiy sculpt on armatured/deformed mesh and see actual result of your sculpt, no need to predict place of brush to make stroke as it was with previous implementation. And also deformation became a bit more correct -- it's more about direction of displacement on highly deformed mesh (developer's name for such reverse-deformation-calculation si crazyspace) About plans.. Yep, we don't have plans in terms of when and what would be implemented, but we discussed this in out IRC channel and got an idea of re-animating old derived-cage approach which showed both of geometry used for brushes and final result like it's made in edit mode. Problem that we can't use the both of crazyspace correction and constructive modifiers at the same time. So, idea was to use current crazyspace approach by default, but give option to switch to derived-cage approach to be able to sculpt on constructed mesh. But there would be some limitaion, of cource. You'll be still unable to make strokes on constructed parts of mesh and if you've got armatured mesh which is subdivided you'll be able to sculpt on base mesh only (or maybe on deformed mesh by deformation modifiers before constructive modifiers). And there's also quite unclear for such derived-cage approach when we should use it. I'm not sure if automatic entering such mode is good idea, maybe it'll be option in sculpt panels to use such mode.. Anyway, ideas and implementation ways of this are still discussing.. Ronan Zeegers wrote: Hello Blender developpers! I'm a little bit sad to see that 2 really important features where removed in the latest 2.57 release: being able to work in sculpt mode with the subsurf and mirror modifier. Those features are really important for characters/organic modelling... After a bit of browsing, a found a word from Sergey: http://code.blender.org/index.php/2011/01/sculpting-on-armatured-mesh/ If I read correclty, there is no plan to put those features back in Blender. Please... Don't do this... Right now, my workflow is a bit broken. I'm constantly switching betwen Blender 2.49 and 2.57. Making me losing a lot of time... I know that I'm not the only artist to be annoyed by this: http://blenderartists.org/forum/showthread.php?215198-Blender-2.57-3-Bad-things-that-we-found...%28at-this-time%29 http://forums.cgsociety.org/showthread.php?f=59t=972277page=2pp=15 Thanx for reading me! Ronan Zeegers /*Postprod 2D/3D* + 32 (0) 473 45 20 43 www.ronanzeegers.com / ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Vector Separate/Combine
Yes, can do :) Always wanted more vector math options anyway, which are lacking in compo compared to material nodes. * Separate/Combine for Vector-XYZ * Dot product * Cross product * Length * Vector add/subtract * Scalar multiply/divide * Possibly vector multiply/divide (i.e. non-uniform scaling), but can be done with separate/combine This should give you a basic set of operations from which to build more complex stuff if needed. Cheers, Lukas On Thu, Apr 21, 2011 at 2:31 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I really need Separate/Combine nodes for vectors in the compositor, can someone add? cheers! Daniel Salazar 3Developer.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] LibMV versus OpenCV / VXL
Hello, just few notes: libmv development started specifically for use in blender several years ago. I am not sure if the talk here is about use in compositor too, but libmv is as far as I know mainly targeted for robust camera motion matching. At the same time, it should be of course usable for various compositing tasks(point tracking, video stabilisation). I dont know about VXL, but OPENCV has far more than that(so new dep. size is bigger), while I don't remember seeing a good 3d reconstruction demo with it. Sincerely Vilem Původní zpráva Od: Troy Sobotka troy.sobo...@gmail.com Předmět: [Bf-committers] LibMV versus OpenCV / VXL Datum: 21.4.2011 07:38:55 Just read Tom M's posting on LibMV and was wondering where the discussions have taken place for it regarding future directions. Nuke apparently (according to the User Guide[1]) harnesses VXL for some of its algorithms. OpenCV, for example, has a simple relevant point optical flow tracking example (lkdemo.cpp 151 lines of code[2]) that would seem to at least be worth examining, if it hasn't already been considered.[3] I am wondering the upside benefit of pushing LibMV over existing options. Sincerely, TJS [1] http://thefoundry.s3.amazonaws.com/products/nuke/documentation/NukeUserGuide_6.1v5.pdf [2] https://code.ros.org/trac/opencv/browser/trunk/opencv/samples/cpp/lkdemo.cpp?rev=4240 [3] I am aware of Ton's reluctance to add another dependency, but perhaps the complexity of computing vision here warrants it? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] No more subsurf and mirror modifier with scupt mode?
Looks like it was implemented in 2.49 exactly in the same way as it was before enabling sculpting on deformed mesh in 2.5 and i don't find it intuitive. I'm not sure what do you mean properly -- i can't make strokes on mirrored part of mesh. And what about sculpting on deformed/armatured mesh? Problem that we can't deal with all kinds of modifier stack content and now we allow only that modifiers, which could be handled ~100% correct. Of course, we could support simple cases like Bse mesh - mirror - subsurf or Base mesh - armature, but cases like Base mesh - mirror - armature can't be handled correct. And things could be much more complicated here and you've got no idea where stroke happens (even in 2.49 troke isn't happening on that point of subdivided default cube -- try to grab vertex -- it's movenment would be delayed, it's because of distance between dragging vertex and prush posiiton). That's why ide of sculpt cage was burn -- just to visualize kinda sculpting level which is used for brushes just to make things more clear about where sculpting happens. Otherwise, in a bit more complicated modifier stack you should be making strokes far from place you want to add some displacement. It's not intuitive at all. Matt Ebb wrote: On Thu, Apr 21, 2011 at 5:07 PM, Sergey I. Sharybing.ula...@gmail.com wrote: Hi Ronan! Yep, you're right -- constructive modifiers (like array, mirror, subsurf,...) were disabled when sculpting. This was made to make sculpting more obvious and enable sculpting on deformed mesh. I forget the issues involved here, but I recall sculpting (modifying base level mesh, as you would in edit mode) with mirror and subsurf on was supported properly in 2.49 - a modeller friend I've worked with relied on this a lot - using the sculpt tools to tweak poly modelled objects. What's the difference between how it worked in 2.49 and now? is it possible at all to restore similar functionality as 2.49? cheers Matt ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Vector Separate/Combine
On a side note: The Normal node in compositor is confusing IMHO. What it actually does is a simple dot product, but it has only one input. The second vector argument used for the product is a constant defined in the first output vector and manipulated by the sphere button (which i find not very usable). I'm not really an artist, so i'd like to know if this node is actually a useful simplification of the dot product for artistic use (pseudo lighting?). For more flexible vector math a real dot product node with two vector inputs will be required nevertheless. On Thu, Apr 21, 2011 at 9:13 AM, Lukas Tönne lukas.toe...@googlemail.com wrote: Yes, can do :) Always wanted more vector math options anyway, which are lacking in compo compared to material nodes. * Separate/Combine for Vector-XYZ * Dot product * Cross product * Length * Vector add/subtract * Scalar multiply/divide * Possibly vector multiply/divide (i.e. non-uniform scaling), but can be done with separate/combine This should give you a basic set of operations from which to build more complex stuff if needed. Cheers, Lukas On Thu, Apr 21, 2011 at 2:31 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I really need Separate/Combine nodes for vectors in the compositor, can someone add? cheers! Daniel Salazar 3Developer.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] No more subsurf and mirror modifier with scupt mode?
Hello Sergey, Why not keeping the old approach for the subsurf and mirror modifier? Like you said, at least supporting some simple cases. The intuitiveness of this approach seems to be subjective. To defend the old behavior, I think that a 3D artist know that he is scuplting/moving vertex of the base mesh. Not the virtual vertex of the subsurf/mirrored/displaced mesh. It never disturbed me to not moving the shape because I was not clicking in an area where there was vertex. cheers, Ronan Zeegers /*Postprod 2D/3D* + 32 (0) 473 45 20 43 www.ronanzeegers.com / Le 21/04/2011 09:45, Sergey I. Sharybin a écrit : Looks like it was implemented in 2.49 exactly in the same way as it was before enabling sculpting on deformed mesh in 2.5 and i don't find it intuitive. I'm not sure what do you mean properly -- i can't make strokes on mirrored part of mesh. And what about sculpting on deformed/armatured mesh? Problem that we can't deal with all kinds of modifier stack content and now we allow only that modifiers, which could be handled ~100% correct. Of course, we could support simple cases like Bse mesh - mirror - subsurf or Base mesh - armature, but cases like Base mesh - mirror - armature can't be handled correct. And things could be much more complicated here and you've got no idea where stroke happens (even in 2.49 troke isn't happening on that point of subdivided default cube -- try to grab vertex -- it's movenment would be delayed, it's because of distance between dragging vertex and prush posiiton). That's why ide of sculpt cage was burn -- just to visualize kinda sculpting level which is used for brushes just to make things more clear about where sculpting happens. Otherwise, in a bit more complicated modifier stack you should be making strokes far from place you want to add some displacement. It's not intuitive at all. Matt Ebb wrote: On Thu, Apr 21, 2011 at 5:07 PM, Sergey I. Sharybing.ula...@gmail.com wrote: Hi Ronan! Yep, you're right -- constructive modifiers (like array, mirror, subsurf,...) were disabled when sculpting. This was made to make sculpting more obvious and enable sculpting on deformed mesh. I forget the issues involved here, but I recall sculpting (modifying base level mesh, as you would in edit mode) with mirror and subsurf on was supported properly in 2.49 - a modeller friend I've worked with relied on this a lot - using the sculpt tools to tweak poly modelled objects. What's the difference between how it worked in 2.49 and now? is it possible at all to restore similar functionality as 2.49? cheers Matt ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] ask for beginner suggestion
Hi Jianming, visit http://blenderartists.org/forum/showthread.php?200013-develop-and-improve-the-source-code-of-blender then http://blenderartists.org/forum/forumdisplay.php?11-Python-amp-Plugins with python you would be able to create quite a lot of useful things. take a look at http://blenderartists.org/forum/showthread.php?193908-Code-snippets.-Introduction-to-Python-scripting-in-Blender-2.5x if you think it is too simple for you, then you may dig into blender composing code with debugger - to get idea how it works. When you know how current things are organized, then it is easier to add things. then you can post patches and see other people feedback. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] LibMV versus OpenCV / VXL
libmv is not a generic computer vision library. it is focusing only on match moving and structure from motion. While OpenCV or VXL are only bricks which may help you implement match moving algorithms, the goal of libmv is to implement a complete tracking system in the library so that an application (like Blender) can use it without any algorithmic knowledge. libmv probably got the attention of Blender community because the first iteration was developed to integrate with Blender. http://www.youtube.com/watch?v=hswISipCv2M It is now being rewritten as a complete modular framework with clean interfaces and automatic testing. I think improving libmv and using it in Blender is the best way to implement the first open source match moving application. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Vector Separate/Combine
Daniel, you can already separate and combine vectors in the composite. Use Convertor-Separate RGB and Convertor-Combine RGB If we go for a change we could do the other way around. Instead of having separate/combine RGB to have sep./comb. Vector, and use it for colors or regular vectors. This is pretty much how GLSL syntax works (rgb can even be interchangeable by xyz in a shader). But this may be more confusing for the user. In the end they are all floats, and I don't think there is any clamping going on there. Cheers, Dalai -- www.dalaifelinto.com @dfelinto 2011/4/21 Lukas Tönne lukas.toe...@googlemail.com: On a side note: The Normal node in compositor is confusing IMHO. What it actually does is a simple dot product, but it has only one input. The second vector argument used for the product is a constant defined in the first output vector and manipulated by the sphere button (which i find not very usable). I'm not really an artist, so i'd like to know if this node is actually a useful simplification of the dot product for artistic use (pseudo lighting?). For more flexible vector math a real dot product node with two vector inputs will be required nevertheless. On Thu, Apr 21, 2011 at 9:13 AM, Lukas Tönne lukas.toe...@googlemail.com wrote: Yes, can do :) Always wanted more vector math options anyway, which are lacking in compo compared to material nodes. * Separate/Combine for Vector-XYZ * Dot product * Cross product * Length * Vector add/subtract * Scalar multiply/divide * Possibly vector multiply/divide (i.e. non-uniform scaling), but can be done with separate/combine This should give you a basic set of operations from which to build more complex stuff if needed. Cheers, Lukas On Thu, Apr 21, 2011 at 2:31 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I really need Separate/Combine nodes for vectors in the compositor, can someone add? cheers! Daniel Salazar 3Developer.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Vector Separate/Combine
Here's a patch with the new vector nodes: http://www.pasteall.org/21027/diff I will wait until 2.57a release is over before committing to trunk. @Dalai: True, the color nodes can also be used for vector separate/combine, but it's still cleaner to have a dedicated node for that. The RGB sep/comb should be grouped into the same category as HUV, YCrCb, etc. separations, which are not trivial components. OTOH there could be e.g. conversions for vectors that make polar coordinates, which in turn are not useful for colors. On Thu, Apr 21, 2011 at 11:39 AM, Dalai Felinto dfeli...@gmail.com wrote: Daniel, you can already separate and combine vectors in the composite. Use Convertor-Separate RGB and Convertor-Combine RGB If we go for a change we could do the other way around. Instead of having separate/combine RGB to have sep./comb. Vector, and use it for colors or regular vectors. This is pretty much how GLSL syntax works (rgb can even be interchangeable by xyz in a shader). But this may be more confusing for the user. In the end they are all floats, and I don't think there is any clamping going on there. Cheers, Dalai -- www.dalaifelinto.com @dfelinto 2011/4/21 Lukas Tönne lukas.toe...@googlemail.com: On a side note: The Normal node in compositor is confusing IMHO. What it actually does is a simple dot product, but it has only one input. The second vector argument used for the product is a constant defined in the first output vector and manipulated by the sphere button (which i find not very usable). I'm not really an artist, so i'd like to know if this node is actually a useful simplification of the dot product for artistic use (pseudo lighting?). For more flexible vector math a real dot product node with two vector inputs will be required nevertheless. On Thu, Apr 21, 2011 at 9:13 AM, Lukas Tönne lukas.toe...@googlemail.com wrote: Yes, can do :) Always wanted more vector math options anyway, which are lacking in compo compared to material nodes. * Separate/Combine for Vector-XYZ * Dot product * Cross product * Length * Vector add/subtract * Scalar multiply/divide * Possibly vector multiply/divide (i.e. non-uniform scaling), but can be done with separate/combine This should give you a basic set of operations from which to build more complex stuff if needed. Cheers, Lukas On Thu, Apr 21, 2011 at 2:31 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I really need Separate/Combine nodes for vectors in the compositor, can someone add? cheers! Daniel Salazar 3Developer.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] ask for beginner suggestion
Thank you Sergey, I am really happy to see these suggestions, still reading blender.org content and wiki, doing a report of studying blender project now, and I noticed much contents are waiting for people to fill there. Base on your reply I found lots of useful resource, http://www.box.net/shared/14lz63p53b A good doc teaching how to use scm. From Demohero http://projects.blender.org/scm/viewvc.php/?root=bf-blender blender scm link (I don't know it exactly, it's like a gui version of svn ?) http://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-00-introduction-to-computer-science-and-programming-fall-2008/ don't need to say, mit's open course http://blenderartists.org/forum/showthread.php?193908-Code-snippets.-Introduction-to-Python-scripting-in-Blender-2.5x thank you thank you, for python scripting. Thomas Larsson's great contribution, finished Apr 14th. http://retro.openstudy.com/channels/Blender%20Noob%20Coders blender study group Amazing, Now I believe my teacher's saying, FOSS is better than commercial cause it's developed faster, and has greater community. Thanks, Jianming (Tom) 2011/4/21 Sergey Kurdakov sergey.fo...@gmail.com: Hi Jianming, visit http://blenderartists.org/forum/showthread.php?200013-develop-and-improve-the-source-code-of-blender then http://blenderartists.org/forum/forumdisplay.php?11-Python-amp-Plugins with python you would be able to create quite a lot of useful things. take a look at http://blenderartists.org/forum/showthread.php?193908-Code-snippets.-Introduction-to-Python-scripting-in-Blender-2.5x if you think it is too simple for you, then you may dig into blender composing code with debugger - to get idea how it works. When you know how current things are organized, then it is easier to add things. then you can post patches and see other people feedback. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender 2.57a AHOY!
Hi all, Revision: 36273 Tagged: https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57a-release Release builders can put builds in the usual locations :) If all goes fine - yes we can! - svn opens up as usual for work on 2.5x related targets and more bugfixing tomorrow. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] development of conditional pass-thru node for compositor
Hi, The greenscreen node Tom was talking about is certainly mine: https://projects.blender.org/tracker/index.php?func=detailaid=18012group_id=9atid=127 But the interesting bits was integrated into trunk (in the chromakey and despill nodes) by Robert Holcomb. Writing compositing nodes is quite easy to get started with blender development. Unfortunately if they are too specific they will not be packed with blender and distributing a plugin for extra nodes is not possible. So keep that in mind. One image/compositing project that may be not to difficult to realize to get started: Improve the compositor/sequencer color balance to use curves to delimit shadows/midtones/highlights and add lift/gamma/gains controls which influences are dependent of those curves (much like the nuke grade node) happy coding Xavier 2011/4/21 Jianming jianming@gmail.com: Thank you, LetterRip, Firstly, I am sorry to reply email like this, cause I don't actually know how to reply an email on mailing list with gmail website. I don't know if I should turn off daily digest on the mailing list, otherwise it seems I couldn't reply email with simple reply button. could you explain a bit more of your 'beginner' status - are you new to programming or just new to programming blender. I am a beginner programmer and new to blender, this is the first FOSS project and first software project for me. But I have experience on compositing, computer vision and cg. Actually I'm a student doing a FOSS course in CS school of ANU now. I chose blender base on my background and motivation. I have C background and know little python. I do CV staff in matlab. This summer we expect to have one or two students focused on matchmoving related coding (integration of libmv and improving libmv for the areas important to our usage). I am interested in this, since it's a CV project which I knew. there are some nodes and sequencer plugins that have been developed for matting that haven't been integrated yet and could be ported to 2.5x code base to use in the compositor. Are these in svn server? The 'GIMP' has integrated SIOX and has a branch that has tools for getting a much cleaner plate (smarter feathering control). I know brecht did a SIOX patch a year or two ago and didn't feel it was worthwhile at that time, but I think that with the update to SIOX for l2009 Gimp GSOC project it might good enough to be useful. These are digital image processing projects, I think SIOX has better result. == Thank you so much for this email, you provided useful info, pointed pathway for me. I'll continue to research on blender. cheers, Jianming (Tom) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] ask for beginner suggestion
Also for all new blender artists have a look at the developers quickstart guide, http://wiki.blender.org/index.php/Dev:2.5/Doc/Developers_Quickstart LetterRip ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57a AHOY!
Did the new Physics regression tests from Erwin get uploaded yet? --Mitchell On Thu, Apr 21, 2011 at 7:14 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Revision: 36273 Tagged: https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57a-release Release builders can put builds in the usual locations :) If all goes fine - yes we can! - svn opens up as usual for work on 2.5x related targets and more bugfixing tomorrow. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57a AHOY!
FreeBSD builds are up. :) On Thu, Apr 21, 2011 at 9:14 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Revision: 36273 Tagged: https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57a-release Release builders can put builds in the usual locations :) If all goes fine - yes we can! - svn opens up as usual for work on 2.5x related targets and more bugfixing tomorrow. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Vector Separate/Combine
They're still all dealing with 4-floats (or less), so there's not many reason to not have generic separate-combine nodes that can be reused for the different types (the genericity can be taken care of internally while users see specific types for all possible in/out). Martin --- On Thu, 4/21/11, Lukas Tönne lukas.toe...@googlemail.com wrote: From: Lukas Tönne lukas.toe...@googlemail.com Subject: Re: [Bf-committers] Vector Separate/Combine To: bf-blender developers bf-committers@blender.org Received: Thursday, April 21, 2011, 6:01 AM Here's a patch with the new vector nodes: http://www.pasteall.org/21027/diff I will wait until 2.57a release is over before committing to trunk. @Dalai: True, the color nodes can also be used for vector separate/combine, but it's still cleaner to have a dedicated node for that. The RGB sep/comb should be grouped into the same category as HUV, YCrCb, etc. separations, which are not trivial components. OTOH there could be e.g. conversions for vectors that make polar coordinates, which in turn are not useful for colors. On Thu, Apr 21, 2011 at 11:39 AM, Dalai Felinto dfeli...@gmail.com wrote: Daniel, you can already separate and combine vectors in the composite. Use Convertor-Separate RGB and Convertor-Combine RGB If we go for a change we could do the other way around. Instead of having separate/combine RGB to have sep./comb. Vector, and use it for colors or regular vectors. This is pretty much how GLSL syntax works (rgb can even be interchangeable by xyz in a shader). But this may be more confusing for the user. In the end they are all floats, and I don't think there is any clamping going on there. Cheers, Dalai -- www.dalaifelinto.com @dfelinto 2011/4/21 Lukas Tönne lukas.toe...@googlemail.com: On a side note: The Normal node in compositor is confusing IMHO. What it actually does is a simple dot product, but it has only one input. The second vector argument used for the product is a constant defined in the first output vector and manipulated by the sphere button (which i find not very usable). I'm not really an artist, so i'd like to know if this node is actually a useful simplification of the dot product for artistic use (pseudo lighting?). For more flexible vector math a real dot product node with two vector inputs will be required nevertheless. On Thu, Apr 21, 2011 at 9:13 AM, Lukas Tönne lukas.toe...@googlemail.com wrote: Yes, can do :) Always wanted more vector math options anyway, which are lacking in compo compared to material nodes. * Separate/Combine for Vector-XYZ * Dot product * Cross product * Length * Vector add/subtract * Scalar multiply/divide * Possibly vector multiply/divide (i.e. non-uniform scaling), but can be done with separate/combine This should give you a basic set of operations from which to build more complex stuff if needed. Cheers, Lukas On Thu, Apr 21, 2011 at 2:31 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: I really need Separate/Combine nodes for vectors in the compositor, can someone add? cheers! Daniel Salazar 3Developer.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57a AHOY!
Yes: http://www.blender.org/download/get-blender/ http://www.blender.org/download/get-blender/ On 21 April 2011 08:40, Mitchell Stokes moguri...@gmail.com wrote: Did the new Physics regression tests from Erwin get uploaded yet? --Mitchell On Thu, Apr 21, 2011 at 7:14 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Revision: 36273 Tagged: https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57a-release Release builders can put builds in the usual locations :) If all goes fine - yes we can! - svn opens up as usual for work on 2.5x related targets and more bugfixing tomorrow. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57a AHOY!
Linux 32/64 are also uploaded, It took some time to solve to double-check gzopen64 problem recently posted to our tracker. It works fine now, pete larabell wrote: FreeBSD builds are up. :) On Thu, Apr 21, 2011 at 9:14 AM, Ton Roosendaalt...@blender.org wrote: Hi all, Revision: 36273 Tagged: https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57a-release Release builders can put builds in the usual locations :) If all goes fine - yes we can! - svn opens up as usual for work on 2.5x related targets and more bugfixing tomorrow. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Cmake install directives
Hello all, I have my library hooked up to be installed when running make install (using cmake) The problem is that my installation directives are happening first (installing to 2.57 dir) and then subsequently wiped out by the rest of the blender install directives. How do I make mine happen at the end? Thank you -- Ian Johnson http://enja.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] No more subsurf and mirror modifier with scupt mode?
Hi Sergey, Thank to listen to my opinion! I hope it will have his weight between all other one ;) Like you said, maybe the best solution would be a slider (to give the % of alpha level) or an option to be able to view the constructive modifiers and/or hide the base mesh. About combinations of modifiers, I remember playing with Lattice and Armature modifier + Sculpt in Blender 2.4x. But it was in exceptionnal cases. For me, the most commun cases are Subsuf and Subsurf+Mirror modifier. I'll come back to you If I find other. cheers, Ronan Zeegers /*Postprod 2D/3D* + 32 (0) 473 45 20 43 www.ronanzeegers.com / Le 21/04/2011 13:42, Sergey I. Sharybin a écrit : Ronan Zeegers wrote: Hello Sergey, Why not keeping the old approach for the subsurf and mirror modifier? Like you said, at least supporting some simple cases. The intuitiveness of this approach seems to be subjective. Current approach was introduced becaue plenty of artists missed predictable sculpting on armatured mesh and to implement this i had to disable old behaviour (otherwise, things can't be predictable enough and both of implementation/working as user was quite difficult task) To defend the old behavior, I think that a 3D artist know that he is scuplting/moving vertex of the base mesh. Not the virtual vertex of the subsurf/mirrored/displaced mesh. It never disturbed me to not moving the shape because I was not clicking in an area where there was vertex. It's just two different cases which can't live togeter well, but current implementation could be used as basis for easier re-implement old behaviour for constructive modifier. Actually, i don't think it's contructive to continue discussion like things were cool, now it's not so cool -- it's different cases and returning of (at least some of) constructive modifiers is in my sculpting todo list. I'd prefer to collect as much opinions as it's possible to find out which behaviour should be used by default, which additional modes should be added and so on (everything, which could help to make sculpting in blender useful for wide audience of artists). Currently, me and Tom (a.k.a Letterrip) dicussed this things and we found that re-implementing my old derived-cage patch would help a lot with supporting constructive modifiers. Idea is the same as it used for edit mode: draw final shape solid and mesh, which is actually editing be half-transparent. It wouldn't be helpful for case of deformation modifiers because things are becaming much more difficult to see in the screen, but should work fine for constructive modifiers and also it'll help to visualize sculpting layer for difficult cases. Personally, i don't think supporting of constructive mosidiers should be enabled by default -- i'd prefer to have things enabled by default if their behaviour is well predictable. Maybe i'm wrong, but it'll be simple to change. Also, that half-transparent derived cage could be toggleable, so it could be easily hidden. P.S. Maybe i forgot to mention that disabling all constructive modifiers gives advantage in case of mixed constructive/deformation modifiers in the stack. In this case i'll see quite final shape of object (maybe without vonstructed elements as mirrored part and so on), but shape itself is final. P.P.S. Difference from previous implementation of derived-cage patch, this half-transparent part could be crated from mesh with applying all leading deformation modifiers. Maybe it'll be useful. I just not sure about which combinations of modifiers are actually used by artists -- but you could help me with it ;) cheers, Ronan Zeegers /*Postprod 2D/3D* + 32 (0) 473 45 20 43 www.ronanzeegers.com / Le 21/04/2011 09:45, Sergey I. Sharybin a écrit : Looks like it was implemented in 2.49 exactly in the same way as it was before enabling sculpting on deformed mesh in 2.5 and i don't find it intuitive. I'm not sure what do you mean properly -- i can't make strokes on mirrored part of mesh. And what about sculpting on deformed/armatured mesh? Problem that we can't deal with all kinds of modifier stack content and now we allow only that modifiers, which could be handled ~100% correct. Of course, we could support simple cases like Bse mesh -mirror - subsurf or Base mesh -armature, but cases like Base mesh -mirror - armature can't be handled correct. And things could be much more complicated here and you've got no idea where stroke happens (even in 2.49 troke isn't happening on that point of subdivided default cube -- try to grab vertex -- it's movenment would be delayed, it's because of distance between dragging vertex and prush posiiton). That's why ide of sculpt cage was burn -- just to visualize kinda sculpting level which is used for brushes just to make things more clear about where sculpting happens. Otherwise, in a bit more complicated modifier stack you should be making strokes far from place you want
Re: [Bf-committers] Blender 2.57a AHOY!
Writing a changelog since 2.57, will post shortly. On Thu, Apr 21, 2011 at 6:58 PM, Sergey I. Sharybin g.ula...@gmail.com wrote: Linux 32/64 are also uploaded, It took some time to solve to double-check gzopen64 problem recently posted to our tracker. It works fine now, pete larabell wrote: FreeBSD builds are up. :) On Thu, Apr 21, 2011 at 9:14 AM, Ton Roosendaalt...@blender.org wrote: Hi all, Revision: 36273 Tagged: https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57a-release Release builders can put builds in the usual locations :) If all goes fine - yes we can! - svn opens up as usual for work on 2.5x related targets and more bugfixing tomorrow. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] mouse pointer in blender
Hi. I need to know what is the polygon that is pointing the mouse pointer, for example, if I have a cube I need to get the id of the face is pointing the mouse pointer. Thanks. -- Yuniel ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57a AHOY!
Heres the change log for 2.57a: Excluded build system fixes, bugs introduced _since_ 2.57 and trivial bugs (1px offset icons!) http://wiki.blender.org/index.php/User:Ideasman42/changelog_257a Not sure where this should go so added to my own for now. On Fri, Apr 22, 2011 at 3:00 AM, Campbell Barton ideasma...@gmail.com wrote: Writing a changelog since 2.57, will post shortly. On Thu, Apr 21, 2011 at 6:58 PM, Sergey I. Sharybin g.ula...@gmail.com wrote: Linux 32/64 are also uploaded, It took some time to solve to double-check gzopen64 problem recently posted to our tracker. It works fine now, pete larabell wrote: FreeBSD builds are up. :) On Thu, Apr 21, 2011 at 9:14 AM, Ton Roosendaalt...@blender.org wrote: Hi all, Revision: 36273 Tagged: https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57a-release Release builders can put builds in the usual locations :) If all goes fine - yes we can! - svn opens up as usual for work on 2.5x related targets and more bugfixing tomorrow. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers