Re: [Bf-committers] development of conditional pass-thru node for compositor

2011-04-21 Thread Jianming
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)
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Re: [Bf-committers] No more subsurf and mirror modifier with scupt mode?

2011-04-21 Thread Sergey I. Sharybin
  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 /

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With best regards, Sergey I. Sharybin

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Re: [Bf-committers] Vector Separate/Combine

2011-04-21 Thread Lukas Tönne
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
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Re: [Bf-committers] LibMV versus OpenCV / VXL

2011-04-21 Thread Vilem Novak
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?
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Re: [Bf-committers] No more subsurf and mirror modifier with scupt mode?

2011-04-21 Thread Sergey I. Sharybin
  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
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-- 
With best regards, Sergey I. Sharybin

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Re: [Bf-committers] Vector Separate/Combine

2011-04-21 Thread Lukas Tönne
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
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Re: [Bf-committers] No more subsurf and mirror modifier with scupt mode?

2011-04-21 Thread Ronan Zeegers
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
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[Bf-committers] ask for beginner suggestion

2011-04-21 Thread Sergey Kurdakov
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
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Re: [Bf-committers] LibMV versus OpenCV / VXL

2011-04-21 Thread Matthias Fauconneau
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.
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Re: [Bf-committers] Vector Separate/Combine

2011-04-21 Thread Dalai Felinto
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
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Re: [Bf-committers] Vector Separate/Combine

2011-04-21 Thread Lukas Tönne
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
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Re: [Bf-committers] ask for beginner suggestion

2011-04-21 Thread Jianming
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
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[Bf-committers] Blender 2.57a AHOY!

2011-04-21 Thread Ton Roosendaal
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

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Re: [Bf-committers] development of conditional pass-thru node for compositor

2011-04-21 Thread Xavier Thomas
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)
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Re: [Bf-committers] ask for beginner suggestion

2011-04-21 Thread Tom M
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
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Re: [Bf-committers] Blender 2.57a AHOY!

2011-04-21 Thread Mitchell Stokes
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

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Re: [Bf-committers] Blender 2.57a AHOY!

2011-04-21 Thread pete larabell
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

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Re: [Bf-committers] Vector Separate/Combine

2011-04-21 Thread Martin Poirier
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
 
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Re: [Bf-committers] Blender 2.57a AHOY!

2011-04-21 Thread Erwin Coumans
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
 
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Re: [Bf-committers] Blender 2.57a AHOY!

2011-04-21 Thread Sergey I. Sharybin
  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

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[Bf-committers] Cmake install directives

2011-04-21 Thread Ian Johnson
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
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Re: [Bf-committers] No more subsurf and mirror modifier with scupt mode?

2011-04-21 Thread Ronan Zeegers
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!

2011-04-21 Thread Campbell Barton
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

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[Bf-committers] mouse pointer in blender

2011-04-21 Thread Yuniel Castro González
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.

-- 








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Re: [Bf-committers] Blender 2.57a AHOY!

2011-04-21 Thread Campbell Barton
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

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