Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41758] trunk/blender: CMake/Scons: automatically use ffmpeg, boost and openimageio from the svn lib/

2011-11-13 Thread Carsten Wartmann
Am 12.11.2011 15:42, schrieb Brecht Van Lommel:
 Hi,

 CMake/Scons: automatically use ffmpeg, boost and openimageio from the svn 
 lib/
 directory if available, which should make building with ffmpeg and cycles 
 easier.

 How is the search order? I think here (Ubuntu 64bit) it still used the
 system libs in /usr/... even I did checkout the lib/ (to above the
 blender/ folder as stated in the docs)

 I needed to manually tell cmake (via ccmake) where to find it.

 I committed a fix for this in revision 41762, did that solve the
 issue? If I understand the cmake documentation right, it should be

Yes, I tested it and now a lib/ folder is used first place.

Thanks,
Carsten
-- 
Carsten Wartmann: Autor - Dozent - 3D - Grafik
Homepage: http://blenderbuch.de/
Das Blender-Buch: http://blenderbuch.de/redirect.html
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[Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?

2011-11-13 Thread Jass
Hi.
I located following terms in Blender and Blender documentation:

UV-Texture
UV-Map
UV Layer
UV Texture Layer

And it looks a bit like the terms sometimes get mixed up.
I scrolled over different areas in the Blender-GUI and i found:

in Image editor:

- Export UV Layout

In Object properties (texture section)

- Mapping - UV

In Object Properties (Object Data Section)

- UV Texture
- UVTex (default name of new UV texture)
- Add UV Texture Layer (in tooltip)

In Modifer (UV Project Modifier)

- UV Layer
- UV Layer name (tooltip)



After trying to identify the differences between the above mentioned terms
I derived the following definition for these terms. Please can you tell me
if this is correct, or clarify where i am wrong ?

UV Map: Map which relates the faces of a mesh to areas on a 
2-dimensional image.**
UV Texture Layer: Synonym for UV Map
UV Layer: shortform of UV Texture Layer
UV Texture: A texture which needs a UV Map to be projected on the 
surface of an Object



If the first 3 terms are indeed synonyms, then i propose to replace them 
by one single term.
I think UV Map would be the one to use and then we have only:

UV Map  ( a map between faces on an object and corresponding 
locations on a 2D image)
UV Texture  (an image that uses a UV Map)

what do you think about this ? If i am right then
this change would make it much easier to understand UV texturing with 
Blender and it
would become much easier to explain it...
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Re: [Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?

2011-11-13 Thread Daniel Salazar - 3Developer.com
+1 I so agree with this, UV Layers / UV Coords and specially UV Maps are
good names, UV textures are NOT. an UV is NOT a texture, it's just a
mapping coordinate. Personally I'd like if it was called UV Map all over,
since it's correct, short and also a more standard name

cheers

Daniel Salazar
3Developer.com


On Sun, Nov 13, 2011 at 9:32 AM, Jass gaia.cl...@machinimatrix.org wrote:

 Hi.
 I located following terms in Blender and Blender documentation:

 UV-Texture
 UV-Map
 UV Layer
 UV Texture Layer

 And it looks a bit like the terms sometimes get mixed up.
 I scrolled over different areas in the Blender-GUI and i found:

 in Image editor:

 - Export UV Layout

 In Object properties (texture section)

 - Mapping - UV

 In Object Properties (Object Data Section)

 - UV Texture
 - UVTex (default name of new UV texture)
 - Add UV Texture Layer (in tooltip)

 In Modifer (UV Project Modifier)

 - UV Layer
 - UV Layer name (tooltip)

 

 After trying to identify the differences between the above mentioned terms
 I derived the following definition for these terms. Please can you tell me
 if this is correct, or clarify where i am wrong ?

 UV Map: Map which relates the faces of a mesh to areas on a
 2-dimensional image.**
 UV Texture Layer: Synonym for UV Map
 UV Layer: shortform of UV Texture Layer
 UV Texture: A texture which needs a UV Map to be projected on the
 surface of an Object

 

 If the first 3 terms are indeed synonyms, then i propose to replace them
 by one single term.
 I think UV Map would be the one to use and then we have only:

 UV Map  ( a map between faces on an object and corresponding
 locations on a 2D image)
 UV Texture  (an image that uses a UV Map)

 what do you think about this ? If i am right then
 this change would make it much easier to understand UV texturing with
 Blender and it
 would become much easier to explain it...
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[Bf-committers] Blender developer IRC meeting, nov 13 2011

2011-11-13 Thread Thomas Dinges
Hi,
here is the summary of today's meeting:

1) Blender 2.61

-All four projects have been merged to trunk:
--Camera Tracking
--Cycles render engine
--Dynamic paint
--Ocean Simulation

Congratulations to everyone involved! :)

-We are now in BCon3, focus is now on stabilization and polishing of the 
new features.
If everything goes according to plan, a release candidate will be 
available beginning of December.

-Sergey Sharybin will look into making the Motion Tracker UI a bit 
easier for non Tracking experts. (make some names more clear etc.) He 
will commit some changes from tomato branch tomorrow.

-Documentation for the new features:
Cycles: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles
Dynamic Paint: 
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Dynamic_Paint
Ocean Sim: 
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Ocean
Motion Tracker: needs to be done

2) Current projects
B-Mesh:
-Ender79 made some changes to make various painting cases work, but 
still a lot to do.
Cycles does not build in the branch currently, some work has to be done 
here as well.

3) Documentation
Discussion about Luca's proposal: 
http://lists.blender.org/pipermail/bf-committers/2011-November/034245.html

-Every commit in svn is supposed to have all relevant information in it. 
This can be in the commit message itself, or a link to a blog, but 
preferably in wiki.

  -For new features test and demo .blend file(s) should be added to the 
test svn. These test files should both be suitable for users to learn 
about the feature as for testers to verify it works. Add text 
information in the .blend itself!

  -The Wiki team will assist the developers moving docs over to the wiki 
manual. We will assign doc module owners soon.

Thanks,
Thomas

-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

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[Bf-committers] Blender tangent space calculation

2011-11-13 Thread Eugene Minov
Hi.
I am sorry if I subscribe into a wrong place, I am new and I've not
actually planned to change or to debug the blender sources yet.
But I trying to write app that'll be render models with normal mapping
exported from blender, and I have a question about how exactly is blender
calculates a tangent vectors when Unwrap operation in the editing mode
performs?

Calculating tangents in my app in usual manner (using UV coords and verts
positions) gives me different tangents for each face of the same vertex
indexed from, and thus crumpled normal map looking.
Then by looking into blender sources (searching  by 'tangent' keyword) I've
found a couple of functions with tangents calculations, like:
float axis[3] = {0.0f, 0.0f, 1.0f};
cross_v3_v3v3(tangent, normal, up);
normalize_v3(tangent);

After I tried same method in my program I've gotten almost perfect looking
model, depending on what initial axis I've used.
To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for each
normal, I calculate max dot product of tangent calculated by each axis with
tangent calculated from UV coords.
But still it seems that in some rare vertices tangent is calculates wrong,
maybe because of wrong initial axis.

So, can anyone please give me any information about tangents calculation
formula that blender uses while generates UV coords or some advice about
choosing initial axis.
Thanks for help.

Eugene
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[Bf-committers] Node angles are now in radians, baware if using mixed trunk/official versions pipeline

2011-11-13 Thread Bastien Montagne
Hi, I just committed a patch to svn, fixing [#29151] rotate node wrong 
input (mixing up radians and degrees).

Angles in nodes have just been moved to consistent Radians values (ANGLE 
subtype of RNA Float property). You will still see them as degrees in 
the GUI, though, unless you chose otherwise in Scene properties, Units 
panel.

Conversion from degrees to radians for old files is obviously done at 
loading time, but if you use a mixed pipeline of trunk and releases, be 
careful!

WARNING! Loading a 2.60.4 file (or higher) into any previous version of 
Blender, your angles in nodes will have odd values (well, radians 
interpreted as degrees)!

And if you save such file in a pre-2.60.4 version, the angle node values 
will be converted again when loaded in Blender 2.60.4 or higher...

This affects following nodes:
* Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur
* Shader: Mapping
And all future code using the TexMapping struct’s rotation part (its rot 
member is now in radians).

Best regards,
Bastien Montagne

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Re: [Bf-committers] Blender tangent space calculation

2011-11-13 Thread Morten Mikkelsen
There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space



On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com wrote:

 Hi.
 I am sorry if I subscribe into a wrong place, I am new and I've not
 actually planned to change or to debug the blender sources yet.
 But I trying to write app that'll be render models with normal mapping
 exported from blender, and I have a question about how exactly is blender
 calculates a tangent vectors when Unwrap operation in the editing mode
 performs?

 Calculating tangents in my app in usual manner (using UV coords and verts
 positions) gives me different tangents for each face of the same vertex
 indexed from, and thus crumpled normal map looking.
 Then by looking into blender sources (searching  by 'tangent' keyword) I've
 found a couple of functions with tangents calculations, like:
float axis[3] = {0.0f, 0.0f, 1.0f};
cross_v3_v3v3(tangent, normal, up);
normalize_v3(tangent);

 After I tried same method in my program I've gotten almost perfect looking
 model, depending on what initial axis I've used.
 To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for each
 normal, I calculate max dot product of tangent calculated by each axis with
 tangent calculated from UV coords.
 But still it seems that in some rare vertices tangent is calculates wrong,
 maybe because of wrong initial axis.

 So, can anyone please give me any information about tangents calculation
 formula that blender uses while generates UV coords or some advice about
 choosing initial axis.
 Thanks for help.

 Eugene
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Re: [Bf-committers] Blender tangent space calculation

2011-11-13 Thread Eugene Minov
Wow!! Thanks a lot, for pointing me to the google ;)

But I afraid that maybe I've not correctly describe my problem. If so,
sorry for that, because my english is still kinda weak.
My problem not in generating a normal maps (a textures) in blender. Not at
all.

My problem is that I cannot fully correct render my already generated
normal maps in my app. Because, how I mentioned in the last mail, the usual
methods for this purpose (by UV coords) is not gives me desired results.

So I wanted to ask for help with information about methods blender uses for
generating tangents.

And yes, I had searched in google but unfortunately have't found something
helpful yet.
If someone can point me to that kind of info, I will be very grateful!

On Mon, Nov 14, 2011 at 12:08 AM, Morten Mikkelsen mikkels...@gmail.comwrote:

 There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space



 On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com wrote:

  Hi.
  I am sorry if I subscribe into a wrong place, I am new and I've not
  actually planned to change or to debug the blender sources yet.
  But I trying to write app that'll be render models with normal mapping
  exported from blender, and I have a question about how exactly is blender
  calculates a tangent vectors when Unwrap operation in the editing mode
  performs?
 
  Calculating tangents in my app in usual manner (using UV coords and verts
  positions) gives me different tangents for each face of the same vertex
  indexed from, and thus crumpled normal map looking.
  Then by looking into blender sources (searching  by 'tangent' keyword)
 I've
  found a couple of functions with tangents calculations, like:
 float axis[3] = {0.0f, 0.0f, 1.0f};
 cross_v3_v3v3(tangent, normal, up);
 normalize_v3(tangent);
 
  After I tried same method in my program I've gotten almost perfect
 looking
  model, depending on what initial axis I've used.
  To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for each
  normal, I calculate max dot product of tangent calculated by each axis
 with
  tangent calculated from UV coords.
  But still it seems that in some rare vertices tangent is calculates
 wrong,
  maybe because of wrong initial axis.
 
  So, can anyone please give me any information about tangents calculation
  formula that blender uses while generates UV coords or some advice about
  choosing initial axis.
  Thanks for help.
 
  Eugene
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Re: [Bf-committers] Blender tangent space calculation

2011-11-13 Thread M.G. Kishalmi
Eugene,

the link Morten pointed you
tohttp://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Mapsexplains
that
 the tangent space you created your normal maps in (in blender)
 is generated by the implementation in
mikktspace.hhttps://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.hand
mikktspace.chttps://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.c
.

you might want to use those in your app (check the licence inside).

cheers,
 lmg


On Sun, Nov 13, 2011 at 10:51 PM, Eugene Minov minov@gmail.com wrote:

 Wow!! Thanks a lot, for pointing me to the google ;)

 But I afraid that maybe I've not correctly describe my problem. If so,
 sorry for that, because my english is still kinda weak.
 My problem not in generating a normal maps (a textures) in blender. Not at
 all.

 My problem is that I cannot fully correct render my already generated
 normal maps in my app. Because, how I mentioned in the last mail, the usual
 methods for this purpose (by UV coords) is not gives me desired results.

 So I wanted to ask for help with information about methods blender uses for
 generating tangents.

 And yes, I had searched in google but unfortunately have't found something
 helpful yet.
 If someone can point me to that kind of info, I will be very grateful!

 On Mon, Nov 14, 2011 at 12:08 AM, Morten Mikkelsen mikkels...@gmail.com
 wrote:

  There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space
 
 
 
  On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com
 wrote:
 
   Hi.
   I am sorry if I subscribe into a wrong place, I am new and I've not
   actually planned to change or to debug the blender sources yet.
   But I trying to write app that'll be render models with normal mapping
   exported from blender, and I have a question about how exactly is
 blender
   calculates a tangent vectors when Unwrap operation in the editing mode
   performs?
  
   Calculating tangents in my app in usual manner (using UV coords and
 verts
   positions) gives me different tangents for each face of the same vertex
   indexed from, and thus crumpled normal map looking.
   Then by looking into blender sources (searching  by 'tangent' keyword)
  I've
   found a couple of functions with tangents calculations, like:
  float axis[3] = {0.0f, 0.0f, 1.0f};
  cross_v3_v3v3(tangent, normal, up);
  normalize_v3(tangent);
  
   After I tried same method in my program I've gotten almost perfect
  looking
   model, depending on what initial axis I've used.
   To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for each
   normal, I calculate max dot product of tangent calculated by each axis
  with
   tangent calculated from UV coords.
   But still it seems that in some rare vertices tangent is calculates
  wrong,
   maybe because of wrong initial axis.
  
   So, can anyone please give me any information about tangents
 calculation
   formula that blender uses while generates UV coords or some advice
 about
   choosing initial axis.
   Thanks for help.
  
   Eugene
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Re: [Bf-committers] Blender tangent space calculation

2011-11-13 Thread Eugene Minov
Oh, my bad :) I've seen that page but I'd thought this page is explains
different baking modes in blender's render.

Morten Mikkelsen - thank you for your great implementation! I'will learn it!
M.G. Kishalmi - thanks for explanation )

On Mon, Nov 14, 2011 at 1:55 AM, M.G. Kishalmi l...@kishalmi.net wrote:

 Eugene,

 the link Morten pointed you
 tohttp://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Maps
 explains
 that
  the tangent space you created your normal maps in (in blender)
  is generated by the implementation in
 mikktspace.h
 https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.h
 and
 mikktspace.c
 https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.c
 
 .

 you might want to use those in your app (check the licence inside).

 cheers,
  lmg


 On Sun, Nov 13, 2011 at 10:51 PM, Eugene Minov minov@gmail.com
 wrote:

  Wow!! Thanks a lot, for pointing me to the google ;)
 
  But I afraid that maybe I've not correctly describe my problem. If so,
  sorry for that, because my english is still kinda weak.
  My problem not in generating a normal maps (a textures) in blender. Not
 at
  all.
 
  My problem is that I cannot fully correct render my already generated
  normal maps in my app. Because, how I mentioned in the last mail, the
 usual
  methods for this purpose (by UV coords) is not gives me desired results.
 
  So I wanted to ask for help with information about methods blender uses
 for
  generating tangents.
 
  And yes, I had searched in google but unfortunately have't found
 something
  helpful yet.
  If someone can point me to that kind of info, I will be very grateful!
 
  On Mon, Nov 14, 2011 at 12:08 AM, Morten Mikkelsen mikkels...@gmail.com
  wrote:
 
   There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space
  
  
  
   On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com
  wrote:
  
Hi.
I am sorry if I subscribe into a wrong place, I am new and I've not
actually planned to change or to debug the blender sources yet.
But I trying to write app that'll be render models with normal
 mapping
exported from blender, and I have a question about how exactly is
  blender
calculates a tangent vectors when Unwrap operation in the editing
 mode
performs?
   
Calculating tangents in my app in usual manner (using UV coords and
  verts
positions) gives me different tangents for each face of the same
 vertex
indexed from, and thus crumpled normal map looking.
Then by looking into blender sources (searching  by 'tangent'
 keyword)
   I've
found a couple of functions with tangents calculations, like:
   float axis[3] = {0.0f, 0.0f, 1.0f};
   cross_v3_v3v3(tangent, normal, up);
   normalize_v3(tangent);
   
After I tried same method in my program I've gotten almost perfect
   looking
model, depending on what initial axis I've used.
To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for
 each
normal, I calculate max dot product of tangent calculated by each
 axis
   with
tangent calculated from UV coords.
But still it seems that in some rare vertices tangent is calculates
   wrong,
maybe because of wrong initial axis.
   
So, can anyone please give me any information about tangents
  calculation
formula that blender uses while generates UV coords or some advice
  about
choosing initial axis.
Thanks for help.
   
Eugene
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Re: [Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?

2011-11-13 Thread Jass
Would it be worthwhile to work out a patch and offer that to the
Blender developers ? Would that increase the chance to get this
changed to a better and more consistent state ?

A gui where we only have

UV Map  (for the map)
UV Texture (for the image)

Is there a standard procedure which has to be used for
such a change request ?

-gaia-

Am 13.11.2011 16:43, schrieb Daniel Salazar - 3Developer.com:
 +1 I so agree with this, UV Layers / UV Coords and specially UV Maps are
 good names, UV textures are NOT. an UV is NOT a texture, it's just a
 mapping coordinate. Personally I'd like if it was called UV Map all over,
 since it's correct, short and also a more standard name

 cheers

 Daniel Salazar
 3Developer.com


 On Sun, Nov 13, 2011 at 9:32 AM, Jassgaia.cl...@machinimatrix.org  wrote:

 Hi.
 I located following terms in Blender and Blender documentation:

 UV-Texture
 UV-Map
 UV Layer
 UV Texture Layer

 And it looks a bit like the terms sometimes get mixed up.
 I scrolled over different areas in the Blender-GUI and i found:

 in Image editor:

 - Export UV Layout

 In Object properties (texture section)

 - Mapping -  UV

 In Object Properties (Object Data Section)

 - UV Texture
 - UVTex (default name of new UV texture)
 - Add UV Texture Layer (in tooltip)

 In Modifer (UV Project Modifier)

 - UV Layer
 - UV Layer name (tooltip)

 

 After trying to identify the differences between the above mentioned terms
 I derived the following definition for these terms. Please can you tell me
 if this is correct, or clarify where i am wrong ?

 UV Map: Map which relates the faces of a mesh to areas on a
 2-dimensional image.**
 UV Texture Layer: Synonym for UV Map
 UV Layer: shortform of UV Texture Layer
 UV Texture: A texture which needs a UV Map to be projected on the
 surface of an Object

 

 If the first 3 terms are indeed synonyms, then i propose to replace them
 by one single term.
 I think UV Map would be the one to use and then we have only:

 UV Map  ( a map between faces on an object and corresponding
 locations on a 2D image)
 UV Texture  (an image that uses a UV Map)

 what do you think about this ? If i am right then
 this change would make it much easier to understand UV texturing with
 Blender and it
 would become much easier to explain it...
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Re: [Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?

2011-11-13 Thread Brecht Van Lommel
The layer is called UV Texture Layer because it contains both UV
coordinates and an image texture for each face (and some other texture
face properties before the changes in 2.60). Modifiers and other
places that use these usually have properties called UV Layer, because
they only use the UV coordinates part.

So there is a reason for the naming, though it may not be that clear
and not always applied consistently...

Brecht.

On Sun, Nov 13, 2011 at 4:32 PM, Jass gaia.cl...@machinimatrix.org wrote:
 Hi.
 I located following terms in Blender and Blender documentation:

 UV-Texture
 UV-Map
 UV Layer
 UV Texture Layer

 And it looks a bit like the terms sometimes get mixed up.
 I scrolled over different areas in the Blender-GUI and i found:

 in Image editor:

 - Export UV Layout

 In Object properties (texture section)

 - Mapping - UV

 In Object Properties (Object Data Section)

 - UV Texture
 - UVTex (default name of new UV texture)
 - Add UV Texture Layer (in tooltip)

 In Modifer (UV Project Modifier)

 - UV Layer
 - UV Layer name (tooltip)

 

 After trying to identify the differences between the above mentioned terms
 I derived the following definition for these terms. Please can you tell me
 if this is correct, or clarify where i am wrong ?

 UV Map: Map which relates the faces of a mesh to areas on a
 2-dimensional image.**
 UV Texture Layer: Synonym for UV Map
 UV Layer: shortform of UV Texture Layer
 UV Texture: A texture which needs a UV Map to be projected on the
 surface of an Object

 

 If the first 3 terms are indeed synonyms, then i propose to replace them
 by one single term.
 I think UV Map would be the one to use and then we have only:

 UV Map      ( a map between faces on an object and corresponding
 locations on a 2D image)
 UV Texture  (an image that uses a UV Map)

 what do you think about this ? If i am right then
 this change would make it much easier to understand UV texturing with
 Blender and it
 would become much easier to explain it...
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Re: [Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?

2011-11-13 Thread Daniel Salazar - 3Developer.com
Sounds like a good time to unify naming, I again propose UV Map

Daniel Salazar
3Developer.com


On Sun, Nov 13, 2011 at 9:07 PM, Brecht Van Lommel 
brechtvanlom...@pandora.be wrote:

 The layer is called UV Texture Layer because it contains both UV
 coordinates and an image texture for each face (and some other texture
 face properties before the changes in 2.60). Modifiers and other
 places that use these usually have properties called UV Layer, because
 they only use the UV coordinates part.

 So there is a reason for the naming, though it may not be that clear
 and not always applied consistently...

 Brecht.

 On Sun, Nov 13, 2011 at 4:32 PM, Jass gaia.cl...@machinimatrix.org
 wrote:
  Hi.
  I located following terms in Blender and Blender documentation:
 
  UV-Texture
  UV-Map
  UV Layer
  UV Texture Layer
 
  And it looks a bit like the terms sometimes get mixed up.
  I scrolled over different areas in the Blender-GUI and i found:
 
  in Image editor:
 
  - Export UV Layout
 
  In Object properties (texture section)
 
  - Mapping - UV
 
  In Object Properties (Object Data Section)
 
  - UV Texture
  - UVTex (default name of new UV texture)
  - Add UV Texture Layer (in tooltip)
 
  In Modifer (UV Project Modifier)
 
  - UV Layer
  - UV Layer name (tooltip)
 
  
 
  After trying to identify the differences between the above mentioned
 terms
  I derived the following definition for these terms. Please can you tell
 me
  if this is correct, or clarify where i am wrong ?
 
  UV Map: Map which relates the faces of a mesh to areas on a
  2-dimensional image.**
  UV Texture Layer: Synonym for UV Map
  UV Layer: shortform of UV Texture Layer
  UV Texture: A texture which needs a UV Map to be projected on the
  surface of an Object
 
  
 
  If the first 3 terms are indeed synonyms, then i propose to replace them
  by one single term.
  I think UV Map would be the one to use and then we have only:
 
  UV Map  ( a map between faces on an object and corresponding
  locations on a 2D image)
  UV Texture  (an image that uses a UV Map)
 
  what do you think about this ? If i am right then
  this change would make it much easier to understand UV texturing with
  Blender and it
  would become much easier to explain it...
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  Bf-committers@blender.org
  http://lists.blender.org/mailman/listinfo/bf-committers
 
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