[Bf-committers] Construction Set clone with Blender?

2011-10-17 Thread Juhana Sadeharju
[ Could not find better place for this. If any, please let me know. ]

Have a look at Construction Set (CS) of games Morrowind, Oblivion,
and Fallout 3 (any of them will do).

I would like to write similar 3D scene editor by using Blender.
Blender already has the NIF model import at "niftools.sourceforge.net".

Questions:

(1) Can Blender's editor view use "turntable" mode for the view-camera?
[ At bottom of this mail, I have added feedback on the "trackball"
view-camera which Blender seems to use. ]

(2) For Blender's editor view, is it possible to implement the forward
movement (dolly) of the view-camera like it is in CS? In CS, first,
click/select an object, then use the mouse-scroller to move
forward/backward toward the selected object (and beyond).
[ I have seen an article in Journal of Graphics Tools on camera
movements, but CS's dolly is not just "move M units forward per
scroller tick". CS's dolly movement depends on the distance from
the object. ]

(3) Can Blender's editor view render the models like they are rendered
in Construction Set? In CS, press "a" key to toggle ambient light on.
[ I prefer ambient mode, but can Blender use the lights in the scene
in Blender's editor view at all? ]

(4) In CS, select object and move it up from the ground (press "z" and
move). Then press "f" for dropping the object to ground. Can this be
implemented in Blender's editor view?

If answers are "yes", I will look at the details myself.

Thanks, Juhana

Feedback on the trackball in Blender's editor view:

The problem: When I rotate the camera/view, the ground plane
gets tilted very easily, and it is very difficult to get the ground
plane horizontal again.

Blender uses trackball rotation, like many modellers, and it is
main reason why Blender (and those other editors) feels annoying
at the very beginning. I wish the clay modeller's turntable would
be the default view mode in Blender. See NGPlant or LEGO Digital
Designer.

The way humans model and view is the clay modeller's turntable.
Humans don't hang upside down and tilted in air and model from there.

If not yet available, I suggest to provide two modes for editor view
camera:
(1) Turntable. With the CS type dolly.
(2) Trackball. (Like now.)

Blender's trackball has something wrong: When I move the mouse
pointer back to the start place in the screen (without releasing
the mouse button inbetween), the view is not returned to its
original orientation. (Turntable has no this problem.)

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Re: [Bf-committers] Construction Set clone with Blender?

2011-10-17 Thread Αντώνης Ρυακιωτάκης
1)Blender already has a turntable mode, selectable in user
preferences. What is preferable is a personal thing. I used to think
that turntable was the way to go too but trackball has won over me in
the end.

2)Again, in user preferences there are options for "Auto Depth", "Zoom
to mouse position" and "Rotate around selection". There's also zoom
style. Try them out you may find something that you like.

3)Yes, a subset of the material properties (but important for game
engines) can be viewed as "final" in the viewport by selecting
textured mode (Alt-z) and GLSL under display in 3D editor's N panel.

4) G-Z for grabbing vertically. For dropping there is no easy way as
far as I know (maybe something constraint based?). Others may help
here.

I think you are missing the point though. A construction editor is not
easy to make as it uses quite a different philosophy for resource
management and hierarchical scene representation than blender. It will
take a lot of adaptation and is by no means a one man project. If you
indeed have the skills to make one out of blender, all your previous
concerns won't be hard to adjust in the code by comparison.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41071] branches/cycles/intern/cycles/ cmake/external_libs.cmake: Cycles:

2011-10-17 Thread Thomas Dinges
Thanks for the input guys, committed the auto detection now. :)

Am 17.10.2011 03:28, schrieb Campbell Barton:
> Yep, find_package looks the way to go since cuda has a module for this,
> even if this didn't exist you could use find_program rather then
> having hard coded paths.
>
> http://www.cmake.org/cmake/help/cmake-2-8-docs.html#command:find_program
>
>
> On Mon, Oct 17, 2011 at 11:11 AM, Alex Opazo  wrote:
>> Since CMAKE 2.8 devs included a findCUDA script that can be used to detect 
>> CUDA cross-platform.
>>
>> Documentation is here: 
>> http://www.cmake.org/cmake/help/cmake-2-8-docs.html#module:FindCUDA
>>
>> And the usage seems to be kinda simple... A simple example can be found at:  
>> http://rafaelpalomar.net/blog/2010/jan/22/building-cuda-projects-cmake
>>
>> Hope it helps somehow.
>>
>> J.
>> Caveat emptor: I'm no experienced coder, and i don't use cmake, but a friend 
>> that is used to cmake comes with these 2 links.
>>
>>
>>
>>
>> 
>> From: Thomas Dinges
>> To: bf-blender developers
>> Sent: Sunday, October 16, 2011 7:18 PM
>> Subject: Re: [Bf-committers] [Bf-blender-cvs] SVN commit: 
>> /data/svn/bf-blender [41071] branches/cycles/intern/cycles/ 
>> cmake/external_libs.cmake: Cycles:
>>
>> Hi,
>> well I call cmake from D drive, so this would not work.
>> If there is a better solution, I can change it (don't know cmake too
>> well). But for now, better than always manually add the path.
>>
>> Regards,
>> DingTo
>>
>> Am 17.10.2011 00:14, schrieb Αντώνης Ρυακιωτάκης:
>>> hmm...C is not always the default drive, maybe something like /Program
>>> Files/NVIDIA GPU Computing Toolkit/CUDA/v4.0 would be better?
>>> (Again making the assumption that cmake is called from the same drive
>>> as the CUDA installation)
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-- 
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Blender Developer, Artist and Musician

www.dingto.org

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[Bf-committers] Blender 2.60 release AHOY

2011-10-17 Thread Ton Roosendaal
Hi all,

The last commit has been done!

Tag: tags/blender-2.60-release
trunk svn revision: 41098
extensions revision: 2473

I'm only available wednesday morning again for doing final download  
page etc, so there's a 30 hour timeframe for discovering showstoppers  
and re-tagging.

The wiki release log has been copied by me to typo3 on blender.org  
already.

SVN is closed now for any non-showstopper commit, thursday it's open  
for development again.

Thanks for all the work :)

-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 2.60 release AHOY

2011-10-17 Thread pete larabell
FreeBSD builds are up on d.b.o :)

On Mon, Oct 17, 2011 at 12:58 PM, Ton Roosendaal  wrote:
> Hi all,
>
> The last commit has been done!
>
> Tag: tags/blender-2.60-release
> trunk svn revision: 41098
> extensions revision: 2473
>
> I'm only available wednesday morning again for doing final download
> page etc, so there's a 30 hour timeframe for discovering showstoppers
> and re-tagging.
>
> The wiki release log has been copied by me to typo3 on blender.org
> already.
>
> SVN is closed now for any non-showstopper commit, thursday it's open
> for development again.
>
> Thanks for all the work :)
>
> -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] Blender 2.60 release AHOY

2011-10-17 Thread Sergey I. Sharybin
Linux 32/64bit too

pete larabell wrote:
> FreeBSD builds are up on d.b.o :)
>
> On Mon, Oct 17, 2011 at 12:58 PM, Ton Roosendaal  wrote:
>> Hi all,
>>
>> The last commit has been done!
>>
>> Tag: tags/blender-2.60-release
>> trunk svn revision: 41098
>> extensions revision: 2473
>>
>> I'm only available wednesday morning again for doing final download
>> page etc, so there's a 30 hour timeframe for discovering showstoppers
>> and re-tagging.
>>
>> The wiki release log has been copied by me to typo3 on blender.org
>> already.
>>
>> SVN is closed now for any non-showstopper commit, thursday it's open
>> for development again.
>>
>> Thanks for all the work :)
>>
>> -Ton-
>>
>> 
>> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>>
>> ___
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-- 
With best regards, Sergey I. Sharybin

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Re: [Bf-committers] Blender 2.60 release AHOY

2011-10-17 Thread Richard Shaw
On Mon, Oct 17, 2011 at 12:58 PM, Ton Roosendaal  wrote:
> Hi all,
>
> The last commit has been done!
>
> Tag: tags/blender-2.60-release
> trunk svn revision: 41098
> extensions revision: 2473

I just tried building for Fedora with cmake and it still built the
/usr/share/blender/2.59 directory instead of 2.60... Maybe I did
something wrong?

Thanks,
Richard
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Re: [Bf-committers] Blender 2.60 release AHOY

2011-10-17 Thread pete larabell
did you clean out your build/ directory before building?


On Mon, Oct 17, 2011 at 1:45 PM, Richard Shaw  wrote:
> On Mon, Oct 17, 2011 at 12:58 PM, Ton Roosendaal  wrote:
>> Hi all,
>>
>> The last commit has been done!
>>
>> Tag: tags/blender-2.60-release
>> trunk svn revision: 41098
>> extensions revision: 2473
>
> I just tried building for Fedora with cmake and it still built the
> /usr/share/blender/2.59 directory instead of 2.60... Maybe I did
> something wrong?
>
> Thanks,
> Richard
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Re: [Bf-committers] Blender 2.60 release AHOY

2011-10-17 Thread Richard Shaw
On Mon, Oct 17, 2011 at 1:46 PM, pete larabell  wrote:
> did you clean out your build/ directory before building?

Yes, I'm using rpmbuild so it expands from source every time. My
source came from: "svn -r 41098 export blender-2.60"

Looking at "source/blender/blenkernel/BKE_blender.h", it still shows:

#define BLENDER_VERSION 259
#define BLENDER_SUBVERSION  5

#define BLENDER_MINVERSION  250
#define BLENDER_MINSUBVERSION   0

I'm using the blender-cycles branch, but should that matter?

Thanks,
Richard
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Re: [Bf-committers] Blender 2.60 release AHOY

2011-10-17 Thread Gustav Göransson
I don't think the cycles branch have been synced with trunk yet so it's
probably still 2.59

On Mon, Oct 17, 2011 at 21:01, Richard Shaw  wrote:

> On Mon, Oct 17, 2011 at 1:46 PM, pete larabell 
> wrote:
> > did you clean out your build/ directory before building?
>
> Yes, I'm using rpmbuild so it expands from source every time. My
> source came from: "svn -r 41098 export blender-2.60"
>
> Looking at "source/blender/blenkernel/BKE_blender.h", it still shows:
>
> #define BLENDER_VERSION 259
> #define BLENDER_SUBVERSION  5
>
> #define BLENDER_MINVERSION  250
> #define BLENDER_MINSUBVERSION   0
>
> I'm using the blender-cycles branch, but should that matter?
>
> Thanks,
> Richard
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Re: [Bf-committers] Call for another RC build

2011-10-17 Thread Kel M
Hi, I'm feeling pretty stupid today. :) Today, I just happened to notice
that "Show Splash" in the User Preferences was disabled. What must have
happenned is that Cycles has the splash turned off by default, so I
accidentally saved it as that, and then, when I re-saved it in trunk, it
didn't get reset to defaults.

On Sat, Oct 15, 2011 at 6:58 PM, Kel M  wrote:

> Yeah, probably intel intergrated. Anyway, ran Blender from the terminal,
> this is what came up before starting, splashscreenless, as usual.
>
> astro@astro-OptiPlex-755:~/Downloads/blender26$ ./blender
> connect failed: No such file or directory
> ndof: spacenavd not found
> found bundled python: /home/astro/Downloads/blender26/2.59/python
>
>
>
> On Sat, Oct 15, 2011 at 5:51 PM, Brecht Van Lommel <
> brechtvanlom...@pandora.be> wrote:
>
>> Hi,
>>
>> It's best to report such bugs in the tracker, easier to manage that
>> way. Also, it's not possible you have no GPU, it's probably an intel
>> integrated graphics card.
>>
>> What also matters is, did this happen in a previous release or is this
>> a new issue? And how are you starting Blender, double clicking, enter,
>> terminal command? Maybe it's something like, you're double clicking
>> and the second click incorrectly ends up on the splash screen.
>>
>> Brecht.
>>
>> On Sat, Oct 15, 2011 at 11:00 PM, Kel M  wrote:
>> > One, two more details you may find useful:
>> >
>> > 1) I recently did a fresh install of Ubuntu 11.04 Natty Narwhal after my
>> > Oneiric Ocelot headache.
>> > 2) I accidentally saved my user preferences in Cycles, which I soon
>> > discovered caused the blender trunk releases to segfault from missing
>> nodes,
>> > so I resaved the User Preferences in a newer trunk build which solved
>> the
>> > segfault.
>> >
>> > If it's the latter, it's probably unlikely to be triggered by someone
>> else,
>> > and not a serious issue, but if it's the former, then we have a bigger
>> > problem.
>> >
>> > On Sat, Oct 15, 2011 at 3:02 PM, Kel M  wrote:
>> >
>> >> No GPU, Ubuntu 64.  There are no proprietary drivers on my system. When
>> >> running software-gl, it just adds the RGB of the blender UI to
>> whatever's
>> >> underneath the Blender window.(Dark areas have the blender UI, light
>> areas
>> >> are white, generally bright.)
>> >>
>> >> Release 11.04 Natty
>> >> Kernel Linux 2.6.38-11-generic
>> >> GNOME 2.32.1
>> >>
>> >> 8GB Memory
>> >> IntelCore2 Duo 2.33Ghz
>> >>
>> >>
>> >> On Sat, Oct 15, 2011 at 2:55 PM, Sergey I. Sharybin <
>> g.ula...@gmail.com>wrote:
>> >>
>> >>> Hi.
>> >>>
>> >>> I need to know exact hardware configuration and versions of drivers.
>> >>> Also, does it happen when running blender-softwaregl?
>> >>>
>> >>> Kel M wrote:
>> >>> > Reporting a bug, on Linux, when you start up Blender, the splash
>> screen
>> >>> > displays for a millisecond, and vanishes. Not really a showstopper,
>> but
>> >>> can
>> >>> > cause problems for new users.
>> >>> --
>> >>> With best regards, Sergey I. Sharybin
>> >>>
>> >>> ___
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>> >>
>> >>
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>
>
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Re: [Bf-committers] Blender 2.60 release AHOY

2011-10-17 Thread Nathan Letwory
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

And the windows builds are up on d.b.o in my homedir, too :)

/Nathan

On 17.10.2011 21:37, Sergey I. Sharybin wrote:
> Linux 32/64bit too
> 
> pete larabell wrote:
>> FreeBSD builds are up on d.b.o :)
>>
>> On Mon, Oct 17, 2011 at 12:58 PM, Ton Roosendaal  wrote:
>>> Hi all,
>>>
>>> The last commit has been done!
>>>
>>> Tag: tags/blender-2.60-release
>>> trunk svn revision: 41098
>>> extensions revision: 2473
>>>
>>> I'm only available wednesday morning again for doing final download
>>> page etc, so there's a 30 hour timeframe for discovering showstoppers
>>> and re-tagging.
>>>
>>> The wiki release log has been copied by me to typo3 on blender.org
>>> already.
>>>
>>> SVN is closed now for any non-showstopper commit, thursday it's open
>>> for development again.
>>>
>>> Thanks for all the work :)
>>>
>>> -Ton-
>>>
>>> 
>>> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
>>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>>>
>>> ___
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> 
> 


- -- 
Nathan Letwory
Blender Foundation | Letwory Interactive
http://www.blender.org | http://www.letworyinteractive.com
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Re: [Bf-committers] Blender 2.60 release AHOY

2011-10-17 Thread Kent Mein
In reply to Ton Roosendaal (t...@blender.org):

Source and md5sum are in incoming on ftp.blender.org

Kent

> From: Ton Roosendaal 
> To: bf-blender developers 
> Date: Mon, 17 Oct 2011 19:58:56 +0200
> X-Mailer: Apple Mail (2.936)
> Subject: [Bf-committers] Blender 2.60 release AHOY
> Reply-To: bf-blender developers 
> 
> Hi all,
> 
> The last commit has been done!
> 
> Tag: tags/blender-2.60-release
> trunk svn revision: 41098
> extensions revision: 2473
> 
> I'm only available wednesday morning again for doing final download  
> page etc, so there's a 30 hour timeframe for discovering showstoppers  
> and re-tagging.
> 
> The wiki release log has been copied by me to typo3 on blender.org  
> already.
> 
> SVN is closed now for any non-showstopper commit, thursday it's open  
> for development again.
> 
> Thanks for all the work :)
> 
> -Ton-
> 
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
> 
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[Bf-committers] From Farsthary :)

2011-10-17 Thread Raul Fernandez
@Nicholas

I saw with great pleasure your recent development on Dynamic Sculpting, as my 
lack of free time was preventing me to fulfill my promises with the Blender 
community that have helped me so much in the past and I never forget that, so I 
have being carrying with a conscience burden every day for not finishing 
Unlimited Clay. What I want to propose you is, if you agree, I can help you 
integrating UnlimitedClay features, since you have done most of the part that 
was limiting it (handling a dynamic PBVH). of course, I know you are more than 
capable to get there on your own (you know? when I started the UC project I was 
never thinking in getting it so far, all I wanted to do was to show a good 
technical demo to attract your interest as the main Sculpting dev so it would 
be integrated in Blender successfully as previously I got a great help from 
Matt Ebb and Jahka for the other projects that started also as technical demos 
:P ) and I even think it would not be
 necessary because from your current implementation it would be relatively 
"easy" to add dynamic detail like in UC, with all the respect the author 
deserves I consider the "constant edge length" in the Freestyle implementation 
an artificial limitation rather than a fundamental limitation of the algorithm, 
In LC I could easily fit the dynamic topology with the dynamic subdivision to 
any level without any problem because it was not a fundamental requirement of 
the dynamic topology algorithm. And I agree that the main limitation can be now 
the lack of neighborhood information in current Blender mesh data structure, 
that's why I have put my hopes on Bmesh in the past.

Please feel free to contact me at any time :)
Cheers
Raul
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Re: [Bf-committers] From Farsthary :)

2011-10-17 Thread Nicholas Bishop
Hi Raul, this sounds very good to me. If you have code that you can
walk me through, I can see about converting it to work with the new
PBVH stuff... or however you'd like to proceed with it, really. :)

Thanks,
-Nicholas

On Mon, Oct 17, 2011 at 8:08 PM, Raul Fernandez  wrote:
> @Nicholas
>
> I saw with great pleasure your recent development on Dynamic Sculpting, as my 
> lack of free time was preventing me to fulfill my promises with the Blender 
> community that have helped me so much in the past and I never forget that, so 
> I have being carrying with a conscience burden every day for not finishing 
> Unlimited Clay. What I want to propose you is, if you agree, I can help you 
> integrating UnlimitedClay features, since you have done most of the part that 
> was limiting it (handling a dynamic PBVH). of course, I know you are more 
> than capable to get there on your own (you know? when I started the UC 
> project I was never thinking in getting it so far, all I wanted to do was to 
> show a good technical demo to attract your interest as the main Sculpting dev 
> so it would be integrated in Blender successfully as previously I got a great 
> help from Matt Ebb and Jahka for the other projects that started also as 
> technical demos :P ) and I even think it would not be
>  necessary because from your current implementation it would be relatively 
> "easy" to add dynamic detail like in UC, with all the respect the author 
> deserves I consider the "constant edge length" in the Freestyle 
> implementation an artificial limitation rather than a fundamental limitation 
> of the algorithm, In LC I could easily fit the dynamic topology with the 
> dynamic subdivision to any level without any problem because it was not a 
> fundamental requirement of the dynamic topology algorithm. And I agree that 
> the main limitation can be now the lack of neighborhood information in 
> current Blender mesh data structure, that's why I have put my hopes on Bmesh 
> in the past.
>
> Please feel free to contact me at any time :)
> Cheers
> Raul
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[Bf-committers] Dynamic subdivision sculpting (Unlimited Clay) paper

2011-10-17 Thread Raul Fernandez
Hi guys

Some time since my last invite to my blog, I have uploaded there a paper I was 
working few month ago for SIGGRAPH 2011 regarding UnlimitedClay, it explains 
few interesting things if you want to deepen in it 
I hope this small contribution will be of some value, especially for you 
Nicholas :)


http://farsthary.wordpress.com/
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