Re: [Bf-committers] Camera tracking UI

2011-11-10 Thread François T .
>
> 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
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Re: [Bf-committers] Camera tracking UI

2011-11-10 Thread François T .
> 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 :)
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[Bf-committers] Error compiling CUDA kernels

2011-11-10 Thread Fabio Russo
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)

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Re: [Bf-committers] CAVE like extension for Blender Game Engine

2011-11-10 Thread Julian Adenauer
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
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-- 
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
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41723] trunk/blender: Dynamic Paint merge :

2011-11-10 Thread Michael Fox
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*

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Re: [Bf-committers] Camera tracking UI

2011-11-10 Thread Sergey I. Sharybin
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

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Re: [Bf-committers] Camera tracking UI

2011-11-10 Thread Sergey I. Sharybin
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

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[Bf-committers] keymap not saving

2011-11-10 Thread Yousef Hurfoush

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

  
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[Bf-committers] Cycles and Dynamic Paint - Problem with render but not preview

2011-11-10 Thread Mike S
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.
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Re: [Bf-committers] Cycles and Dynamic Paint - Problem with render but not preview

2011-11-10 Thread Knapp
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/
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