Re: [Bf-committers] Camera tracking UI
> > I also would expect "Solve Camera" in the > Reconstruction mode, instead of in Tracking mode. > I understand why, but for a workflow matter I disagree. When you are going to fine tune your solve to low down the error, you'll tweak your trackers a lot and hit solve very often. If you have to change mode each time its going to be a huge pain. That why we decide with Seb to keep it the tracking mode. Becareful that the logic don't get in the way of confortable workflow. -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera tracking UI
> First of all wanted to mention that there's no "Enhanced" or "Super mega > cool slow" trackers. Well, there can be "Super mega cool" but it'll be > _really_ slow. KLT and SAD are just different and there can be different > kinds of features and motions when SAD would give much nicer result than > KLT. Also, i don't think it's possible to describe in two words when SAD > works better than KLT. IMO it's just more like: test default settings, > if result isn't good enough try to tweak some parameters and try again, > if fails let's try different algorithm. > yeah right :p and you think the algorithm in other software are called "Enhanced tracking" :p and yes I think CC is terrible as well and dont mean a thing to me :) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Error compiling CUDA kernels
Hello everyone, I wanted to report this bug. The error is: http://www.pasteall.org/26250 The system info: http://www.pasteall.org/26251 OpenCL kernel compilation is successful! Best regards, Fabio (ruesp83) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] CAVE like extension for Blender Game Engine
Hi David, you should have a look at this: http://www.gmrv.es/~jgascon/BlenderCave/ Furthermore, Damien Touraine and I are working on porting this to Blender 2.6 and integrating tracking etc. There are still some todos in Blender's rendering engine, though. See this thread: http://lists.blender.org/pipermail/bf-committers/2011-November/034210.html Best, Julian Am Wed Nov 9 15:51:13 2011 schrieb David Poirier-Quinot: > Hello, > > I'm currently working in LIMSI, a french VR research lab. I'm supposed to > explore the > adaptivity of BGE on our CAVE (previously working with Virtools), and found > the post of M. Zimmerman > (http://www.blender.org/forum/viewtopic.php?t=14804&highlight=) > dealing with exactly this one subject. > > Could you give me some clues, or a little overview of the different step I've > got to go through > to run blender in this kind of configuration? (if only it's possible) > > Thanks for your consideration, > > David Poirier-Quinot > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers -- Julian Adenauer, Dipl.-Ing. (FH) Technische Universität Berlin Zentrum Mensch-Maschine-Systeme (ZMMS) Graduiertenkolleg Prometei Raum FR 2015 Franklinstr. 28/29 Sekretariat FR 2-6 D-10587 Berlin Tel: +49 (0) 30 314-29634 Mobil: +49 (0) 176 10 33 23 90 Fax: +49 (0) 30 314-72581 julian.adena...@zmms.tu-berlin.de www.prometei.de ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41723] trunk/blender: Dynamic Paint merge :
On 10/11/11 21:24, Miika Hamalainen wrote: > Revision: 41723 > > http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=41723 > Author: miikah > Date: 2011-11-10 10:24:34 + (Thu, 10 Nov 2011) > Log Message: > --- > Dynamic Paint merge: > Commit Dynamic Paint from "soc-2011-carrot" branch into trunk. > > End-user documentation: > http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Dynamic_Paint > > GSoC wiki page: > http://wiki.blender.org/index.php/User:MiikaH/GSoC-2011-DynamicPaint > would also like to add a short the BF can use at whim showing what dynamic paint can do in a creative sense|| for those who don't know what it really is http://vimeo.com/30408572 hi-res http://mfoxdogg.com/works/lets_paint/Lets_Paint_2011.avi *END shamless plug* ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera tracking UI
I'm not sure if having "Solve" button in reconstruciton mode is good idea. Ofcourse you can re-adjust tracks position and resolve. But most probably it'll lead to movement of some bundles which you used to use as reference points. And it was feedback from actual users of motion tracking in blender how to organize panels in clip editor ;) François T. wrote: >> I also would expect "Solve Camera" in the >> > Reconstruction mode, instead of in Tracking mode. > I understand why, but for a workflow matter I disagree. > When you are going to fine tune your solve to low down the error, you'll > tweak your trackers a lot and hit solve very often. If you have to change > mode each time its going to be a huge pain. That why we decide with Seb to > keep it the tracking mode. > Becareful that the logic don't get in the way of confortable workflow. -- 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] Camera tracking UI
Hi again, Commited some interface changes to tomato branch, Please check commit message for details: http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=41744 -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] keymap not saving
hello i edited the "gesture border" keymap and deleted some, and saved the preference, now when i restart blender it reverts back to the original keymap and the restore still appears, is this how it supposed to work or is it a bug ?? tried that with svn 41740 on windows x64 and with the factory settings. Regards Yousef Harfoush ba...@msn.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Cycles and Dynamic Paint - Problem with render but not preview
Hi all, Just playing with the latest build # r41746. (built scons, gcc4.6.1 OSX 10.7) I was trying to get dynamic paint output to render on cycles. It does to some degree ( using the vertex colour option for the canvas on a subdivided plane) I can see the correct result in the preview window but, if I render I only get the brush object rendered correctly and the canvas is black . See image : http://www.pasteall.org/pic/20441 The preview I can refresh easily after scrubbing the animation by simply changing the preview window from Rendered to another mode and back again ( this would be good do automatically when the animation is stopped or static for a second or so rather than have to do it manually - same issue with fluid sims with cycles ) However in the render window the canvas is always black. Not sure why this should be given the preview rendering should be the same engine as the final render? Is this a bug or is dynamic paint in this mode (vertex) not supposed to work with Cycles? Cheers, Mike. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cycles and Dynamic Paint - Problem with render but not preview
On Fri, Nov 11, 2011 at 1:50 AM, Mike S wrote: > Hi all, > > Just playing with the latest build # r41746. (built scons, gcc4.6.1 OSX > 10.7) > > I was trying to get dynamic paint output to render on cycles. It does to > some degree ( using the vertex colour option for the canvas on a > subdivided plane) I can see the correct result in the preview window > but, if I render I only get the brush object rendered correctly and the > canvas is black . > > See image : http://www.pasteall.org/pic/20441 > > The preview I can refresh easily after scrubbing the animation by simply > changing the preview window from Rendered to another mode and back again > ( this would be good do automatically when the animation is stopped or > static for a second or so rather than have to do it manually - same > issue with fluid sims with cycles ) > > However in the render window the canvas is always black. Not sure why > this should be given the preview rendering should be the same engine as > the final render? Is this a bug or is dynamic paint in this mode > (vertex) not supposed to work with Cycles? > > Cheers, > > Mike. I had a problem a lot like this with both particles. Does it not work yet with them? I also had that problem when using image texture and then clicking the first button with the little folded picture so that you can choose preloaded images. It does not work but if you cick the file loading button on the same line and load the pic it works. Maybe this info will help? I have not filed a bug report on this yet, was planning to confirm on a newer version first but if you do confirm I would like to know so I can file the report, on the other hand I bet it is already filed or known by now. Best, -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers