Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41823] trunk/blender/source/blender/ editors/space_view3d/drawobject.c: Fix for #29241, ocean sim modifier crash when removing al

2011-11-14 Thread Campbell Barton
Might it be better to check if em-faces.first == NULL before calling
finalDM-drawMappedFaces ?

On Mon, Nov 14, 2011 at 7:06 PM, Lukas Toenne
lukas.toe...@googlemail.com wrote:
 Revision: 41823
          
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=41823
 Author:   lukastoenne
 Date:     2011-11-14 08:06:24 + (Mon, 14 Nov 2011)
 Log Message:
 ---
 Fix for #29241, ocean sim modifier crash when removing all vertices.

 The object draw method did not check for valid data when mapping back to 
 original face, constructive modifier on empty mesh does that.

 Modified Paths:
 --
    trunk/blender/source/blender/editors/space_view3d/drawobject.c

 Modified: trunk/blender/source/blender/editors/space_view3d/drawobject.c
 ===
 --- trunk/blender/source/blender/editors/space_view3d/drawobject.c      
 2011-11-14 07:18:32 UTC (rev 41822)
 +++ trunk/blender/source/blender/editors/space_view3d/drawobject.c      
 2011-11-14 08:06:24 UTC (rev 41823)
 @@ -2696,7 +2696,8 @@
  {
        EditFace *efa = EM_get_face_for_index(index);

 -       if (efa-h==0) {
 +       /* efa=0 for constructive modifier on empty mesh */
 +       if (efa  efa-h==0) {
                GPU_enable_material(efa-mat_nr+1, NULL);
                return 1;
        }

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Re: [Bf-committers] FBX camera

2011-11-14 Thread Campbell Barton
Committed r2610, thanks for the patch!

On Sun, Nov 13, 2011 at 12:27 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
 Great news! very appreciated and important

 Daniel Salazar
 3Developer.com



 On Sat, Nov 12, 2011 at 4:33 PM, Ejner Fergo ejner...@gmail.com wrote:
 Hola,

 Despite some recent changes to the FBX exporter, it still didn't
 export the correct focal length. I fixed this and also worked out how
 to export the film offset (shift_x/shift_y) correctly.
 Tested on Maya, Nuke and Houdini. Patch is here:

 http://projects.blender.org/tracker/?group_id=9atid=127func=detailaid=25979

 Exporting to Maya is as good as complete - at least all essential
 settings are included and works as expected. Nuke and Houdini also get
 the correct settings (Houdini doesn't set the film offset though, even
 when importing from Maya), but these two apps has a wrong local
 rotation of the camera so it's not so useful yet. A big missing
 feature for all apps is focal length animation.

 I couldn't test in Unity 3D unfortunately so would appreciate some
 feedback about how it works in that and other FBX aware apps.

 Best regards,
 Ejner
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Re: [Bf-committers] [Bf-cycles] Dithering in preview mode

2011-11-14 Thread David
[Forwarding to bf-committers since it's not really cycles specific]

On Nov 14, 2011, at 6:47 AM, David wrote:

 On Nov 13, 2011, at 2:29 PM, Brecht Van Lommel wrote:
 Hi,
 
 I think dithering by adding some random noise as Blender does
 currently isn't all that useful, and think that error diffusion should
 be added once. That's too slow for preview rendering though, and I'm
 not sure if dithering is really needed in the preview render.
 
 Okay, I agree that dithering the preview is probably not really
 necessary. I wanted to see how fast error diffusion would be,
 and you are right, my implementation takes about 200ms for
 a HD frame, which is a bit slow for interactive preview.
 The quality of the dithering is a bit nicer though, so maybe
 this could be useful to have in trunk.
 
 
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Re: [Bf-committers] [Bf-cycles] Dithering in preview mode

2011-11-14 Thread David
On Nov 14, 2011, at 11:02 AM, David wrote:
 [Forwarding to bf-committers since it's not really cycles specific]

Oops, attachment got lost...

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Re: [Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?

2011-11-14 Thread Jass
I am mostly OK with the term UV Layer in modifiers and other places
which use only the UV coordinates part.  Why is it called layer, can
UV layers be stacked ? Where, how and for what reason ?

 From a users viewpoint: how and where can we access UV Textures in
the UV Textures Layer? Are there Functions available like :

- Show the textures on the UV Texture Layer
- Add/Modify/remove the textures on the UV Texture Layer

Maybe the UV Texture layer got its name because it is technically a 
container ?
But in practice an UV Layer contains a UV Map and associations to 
multiple Textures
which are named UV Textures only because of that association ?

And there is yet another pair of terms: UV Layout and UV Map. How 
are those
two related to each other ?

-gaia-

Am 14.11.2011 04:07, schrieb 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, 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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[Bf-committers] Why was BLENDER_VERSION_CHAR cleared?

2011-11-14 Thread IRIE Shinsuke
When BLENDER_VERSION_CYCLE was changed to beta (r41802),
BLENDER_VERSION_CHAR also was reset to blank. As the result, build
scripts like build_files/package_spec/build_debian.sh recognize the
Blender's version as 2.60, which is less than 2.60a, and the
version-down confuses the package system so that the newer version
becomes not installable.

Please keep BLENDER_VERSION_CHAR until 2.61 release!

--
IRIE Shinsuke
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Re: [Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?

2011-11-14 Thread Αντώνης Ρυακιωτάκης
Hi...

On a recent introductory workshop I made I realized how weird and
confusing the current workflow with uv textures is, especally when it
comes to texture painting. For example try explaining to a novice that
what they see as a texture on an object in the viewport could depend
either on the uv layer (which must be set by doing the round-trip to
editmode-uv editor-set texture,) or the material (if you have GLSL
enabled).

I can't describe the glares of miscomprehension coming from the
audience but I am sure you can easily get the idea.

Intuitively the 3D viewport should show the material texture and show
a different one when texture painting. Uv editor should be used just
for preview of images on a given uv layout. This is of course just one
take on the matter. Maybe people would like a way to, for example
preview images on a model in the 3D view. Again, in my opinion, the
round trip to image editor to set the image and back is unnecessary.
Note that it is also possible to set a different material with
different textures on different faces. I don't see why it's necessary
to be able to assign different textures for faces as well since there
is already one mechanism, albeit marginally more complicated ( though
not more intuitive! ), to do the same thing.
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Re: [Bf-committers] Improvement of BGE rendering for CAVE systems

2011-11-14 Thread Damien Touraine
Hi,
I have thinking of a way of managing both modelview and projection 
matrix for specificity of CAVE systems management. I updated the 
projects.blender.org patch submit page to explain the solution I 
propose. Moreover, I include a new version of the patch that propose 
this solution.
I'm not aware of all technical details of OpenGL rendering of Blender. 
So there may be a smarter solution that I can work on. Feel free to 
review my patch and explain me the bugs that could result in such update.

Regards
 Damien Touraine
On 05/11/2011 07:00, Damien Touraine wrote:
 Hi,

 Jorge pointed me that you were one of the most concerned developper on 
 such feature.

 I have putted the patch on projects.blender.org. Its ID is : 29161. 
 I'm not sure it covers all the cases (mainly regarding scene 
 optimization rendering). That is a first step (but fundamental) to 
 manage CAVEs. Wall of simulation (ie : high definition wall by 
 patchwork of several projectors) can be seen as CAVE, as the 
 stereoscopic point of view is the one of the big wall, not the one of 
 each screen.
 We could support CAVEs natively inside blender. But I'm not familiar 
 enough in blender to have a clear idea of what have to be done. Our 
 main problem resides on the the synchronization of the dynamic 
 elements between each computer that participate to the CAVE rendering.
 This integration may be a bottomless pit: there is several kind of 
 CAVE, several kind of trackers and interactors (position, gesture, 
 voice, ...). That may be interesting to integrate haptic devices (ie: 
 sensorial feedbacks) connected to the physical similator of Blender ...

 Our first goal is to use poor connection to blender by extracting 
 usefull informations and distributing these with python scripts 
 (improvement BlenderCAVE). Later, we may work on integrating inside 
 Blender this feature.

 Regards
 Damien
 On 04/11/2011 21:36, Dalai Felinto wrote:
 Hi Damien,

 It's strange, I could swear I had replied to your post in the forum
 [1]. I have been in touch with Jorge Gascon for the BlenderCAVE
 project and he pointed me to your idea.

 For your patch the better place to put it is in the
 projects.blender.org website and post here the link. I'll be glad to
 look at your patch.

 What I've been thinking (and it may be a better topic for the tracker
 instead) is if it wouldn't be more interesting to really support
 caves. For example, to introduce in the interface the options required
 to setup the number of walls, the wall distance, ... But I never
 visited a cave so I don't know how standard the output from the
 visualization tools are.

 Anyways, an option to set individual projection matrixes per stereo
 eye seems good too.

 Cheers,
 Dalai
 [1] - http://www.blender.org/forum/viewtopic.php?p=90396

 2011/11/4 PabloVazquez.orgvenom...@gmail.com:
 BTW, I just tried it live yesterday :)

 Here at Universidad Rey Juan Carlos in Móstoles (Madrid), it was 
 awesome,
 specially with 3D glasses, still some little things to fix, but the 
 overall
 experience is very rich, just needs cool graphics to make it more 
 awesome!
 :)

 -- 
 Pablo Vazquez
 CG Artist
 Blender Foundation Certified Trainer
 E-mail: cont...@pablovazquez.org
 Website: http://www.pablovazquez.org


 On Fri, Nov 4, 2011 at 17:32, Ton Roosendaalt...@blender.org  wrote:

 Hi,

 Interesting stuff! I'll make sure our dome/vr guru Dalai Felinto will
 check on it :)

 -Ton-

  

 Ton Roosendaal  Blender Foundation   t...@blender.org
 www.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The 
 Netherlands

 On 4 Nov, 2011, at 14:32, Damien Touraine wrote:

 Hi,

 I'm working on the BlenderCAVE project
 (http://www.gmrv.es/~jgascon/BlenderCave/). Its purpose is to use
 blender to render on CAVE systems
 (http://en.wikipedia.org/wiki/Cave_Automatic_Virtual_Environment).
 We use python API to synchronize the scene across all computers that
 render on a screen. Python API is also used to adapte the camera to
 the
 current screen (ie : the one that is attached to the current
 computer).
 For this feature, it is important to be able to define precisely the
 projection matrices for both eyes independently. More specically, we
 must be able to adapt the projection to the right position of the 
 user
 eye. For instance, you can to turn on yourself while looking on the
 floor screen. With default stereocopy viewing mode of BGE the eyes of
 the user must stay parallel to the screen and horizontal.

 Although we have searched, we haven't found any way to define
 projection
 matrix for left eye independently from right eye through the python
 API.
 Thus, we suggest a patch we have developped. This patch creates two
 projection matrices  (left and right eye) besides the current one
 for a
 given camera. It manages the rendering for daily use (ie.: outside
 BlenderCAVE project).
 I can send the patch that is 

Re: [Bf-committers] Blender tangent space calculation

2011-11-14 Thread Eugene Minov
Hi!
One more question, if I may.
I've seen that there is a couple of the exporter programs which can
generate tangents to export for specific 3D engines only, like OgreExporter.

So why not to simply adding possibility for generate/access a tangent
normals into the python api?
I am not saying that it very hard to generate those tangents using Morten's
implementation directly in program, but think it'll be more a.. consistence
and ease way for people who building their games to properly export their
meshes :)

Maybe if nobody wants, then I'd like to try implement this by some time.
What you guys think about this?

Eugene

On Mon, Nov 14, 2011 at 2:41 AM, Eugene Minov minov@gmail.com wrote:

 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
 to
 http://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] Why was BLENDER_VERSION_CHAR cleared?

2011-11-14 Thread Thomas Dinges
Recommited a.
Although I think this is wrong, this is only intended for a release.
If you want to make svn snapshot packages you should use the svn revision.

Am 14.11.2011 14:30, schrieb IRIE Shinsuke:
 When BLENDER_VERSION_CYCLE was changed to beta (r41802),
 BLENDER_VERSION_CHAR also was reset to blank. As the result, build
 scripts like build_files/package_spec/build_debian.sh recognize the
 Blender's version as 2.60, which is less than 2.60a, and the
 version-down confuses the package system so that the newer version
 becomes not installable.

 Please keep BLENDER_VERSION_CHAR until 2.61 release!

 --
 IRIE Shinsuke
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www.dingto.org

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Re: [Bf-committers] Why was BLENDER_VERSION_CHAR cleared?

2011-11-14 Thread IRIE Shinsuke
Thanks for the recommit.

Of course the build scripts use the svn revision, but also have to use 
the version character like 2.60.1+svn41828, where .1 is translated 
from a.

For example, most package systems compare the versions as:

   2.60  2.60+svn41834  2.60.1  2.60.1+svn41834  2.60.2  2.61

If we use 2.60+svn41834 for svn snapshot after 2.60a, the package 
system incorrectly downgrade it to 2.60.1 (= 2.60a).

 Recommited a.
 Although I think this is wrong, this is only intended for a release.
 If you want to make svn snapshot packages you should use the svn revision.

 Am 14.11.2011 14:30, schrieb IRIE Shinsuke:
 When BLENDER_VERSION_CYCLE was changed to beta (r41802),
 BLENDER_VERSION_CHAR also was reset to blank. As the result, build
 scripts like build_files/package_spec/build_debian.sh recognize the
 Blender's version as 2.60, which is less than 2.60a, and the
 version-down confuses the package system so that the newer version
 becomes not installable.

 Please keep BLENDER_VERSION_CHAR until 2.61 release!

 --
 IRIE Shinsuke
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Re: [Bf-committers] Why was BLENDER_VERSION_CHAR cleared?

2011-11-14 Thread Bastien Montagne
Maybe I’m wrong, but imho the package creation system should rather use 
the BLENDER_SUBVERSION number (currently 4, we are in 2.60.4), rather 
than BLENDER_VERSION_CHAR...

Le 14/11/2011 17:18, IRIE Shinsuke a écrit :
 Thanks for the recommit.

 Of course the build scripts use the svn revision, but also have to use
 the version character like 2.60.1+svn41828, where .1 is translated
 from a.

 For example, most package systems compare the versions as:

 2.60  2.60+svn41834  2.60.1  2.60.1+svn41834  2.60.2  2.61

 If we use 2.60+svn41834 for svn snapshot after 2.60a, the package
 system incorrectly downgrade it to 2.60.1 (= 2.60a).

 Recommited a.
 Although I think this is wrong, this is only intended for a release.
 If you want to make svn snapshot packages you should use the svn revision.

 Am 14.11.2011 14:30, schrieb IRIE Shinsuke:
 When BLENDER_VERSION_CYCLE was changed to beta (r41802),
 BLENDER_VERSION_CHAR also was reset to blank. As the result, build
 scripts like build_files/package_spec/build_debian.sh recognize the
 Blender's version as 2.60, which is less than 2.60a, and the
 version-down confuses the package system so that the newer version
 becomes not installable.

 Please keep BLENDER_VERSION_CHAR until 2.61 release!

 --
 IRIE Shinsuke
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Re: [Bf-committers] Blender tangent space calculation

2011-11-14 Thread Alberto Torres
In the last days I've been doing a blender-ogre material converter
and after learning how each engine calculates the normals from tangent
normal maps, I've found that Ogre::Mesh::buildTangentVectors builds
the necessary vectors compatible with blender ones. It has a couple of
options for splitting mirrored UVs and saving the polarity in the 4th
component, just like blender's generated GLSL code expects.

2011/11/14 Eugene Minov minov@gmail.com:
 Hi!
 One more question, if I may.
 I've seen that there is a couple of the exporter programs which can
 generate tangents to export for specific 3D engines only, like OgreExporter.

 So why not to simply adding possibility for generate/access a tangent
 normals into the python api?
 I am not saying that it very hard to generate those tangents using Morten's
 implementation directly in program, but think it'll be more a.. consistence
 and ease way for people who building their games to properly export their
 meshes :)

 Maybe if nobody wants, then I'd like to try implement this by some time.
 What you guys think about this?

 Eugene

 On Mon, Nov 14, 2011 at 2:41 AM, Eugene Minov minov@gmail.com wrote:

 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
 to
 http://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] Why was BLENDER_VERSION_CHAR cleared?

2011-11-14 Thread IRIE Shinsuke
At least, build scripts in build_files/package_spec/ and Debian's
official distribution package use BLENDER_VERSION_CHAR.

I don't think the package creation systems should follow the different
versioning rule.

(2011/11/15 01:24), Bastien Montagne wrote:
 Maybe I’m wrong, but imho the package creation system should rather use
 the BLENDER_SUBVERSION number (currently 4, we are in 2.60.4), rather
 than BLENDER_VERSION_CHAR...

 Le 14/11/2011 17:18, IRIE Shinsuke a écrit :
 Thanks for the recommit.

 Of course the build scripts use the svn revision, but also have to use
 the version character like 2.60.1+svn41828, where .1 is translated
 from a.

 For example, most package systems compare the versions as:

  2.60   2.60+svn41834   2.60.1   2.60.1+svn41834   2.60.2   2.61

 If we use 2.60+svn41834 for svn snapshot after 2.60a, the package
 system incorrectly downgrade it to 2.60.1 (= 2.60a).

 Recommited a.
 Although I think this is wrong, this is only intended for a release.
 If you want to make svn snapshot packages you should use the svn revision.

 Am 14.11.2011 14:30, schrieb IRIE Shinsuke:
 When BLENDER_VERSION_CYCLE was changed to beta (r41802),
 BLENDER_VERSION_CHAR also was reset to blank. As the result, build
 scripts like build_files/package_spec/build_debian.sh recognize the
 Blender's version as 2.60, which is less than 2.60a, and the
 version-down confuses the package system so that the newer version
 becomes not installable.

 Please keep BLENDER_VERSION_CHAR until 2.61 release!

 --
 IRIE Shinsuke
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[Bf-committers] Collada and Custom Properties export

2011-11-14 Thread Micael
Hello

Dear Nathan, first of all, thanks for all your work :)

According to
http://www.blender.org/forum/viewtopic.php?t=18145sid=f92f437b3a4ad3aa31e1342e460f83f3
it
seems it's on your mind to implement custom properties export code on the
Collada plugin.

I am currently about to begin a project that would *greatly* benefit from
this feature (so I could use Blender as a level editor for graphics,
physics and so on).
I would like to know if this will be implemented in the very near future or
not. I have experience and feel confortable enough with C++ that I think I
could help implement this support if someone gives me a little guidance on
where to look (something more than the collada folder).

Thanks.

-- 
Micael Dias
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Re: [Bf-committers] [Bf-cycles] Dithering in preview mode

2011-11-14 Thread David
On Nov 14, 2011, at 11:07 AM, David wrote:
 Oops, attachment got lost...

Hm, it doesn't seem to accept my attachment. Anyways, the code is here:

http://lists.blender.org/pipermail/bf-cycles/2011-November/000352.html

Sorry for the noise.


P.S.:
If you are wondering why you should care, here is a comparison of the shading
on a sphere, without dithering, with the new method and the old method (in that 
order):

http://www.pasteall.org/pic/show.php?id=20732

(levels exaggerated in compositing)

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Re: [Bf-committers] Blender tangent space calculation

2011-11-14 Thread Morten Mikkelsen

 So why not to simply adding possibility for generate/access a tangent
 normals into the python api?



If it's not already available in the python API then I agree that it's a
good idea.
However, you'd need to supply support for normals as well since
at this point the python API only gives access to the unconditionally
averaged/smooth normals
at the vertices. Ie. the api doesn't take faces set to soft/hard into
account when submitting normals
back to the script.
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Re: [Bf-committers] Why was BLENDER_VERSION_CHAR cleared?

2011-11-14 Thread Dan Eicher
How was this done in previous releases?

Do kind of agree that it should be 'set(PATCH_VERSION
${BLENDER_SUBVERSION})' because BLENDER_VERSION_CHAR doesn't really
give as much useful information (and caused problems with the debian
packager in the past).

Plus that change would make CPack just a little more bulletproof when
dealing with other fedora repos...

Dan
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Re: [Bf-committers] Why was BLENDER_VERSION_CHAR cleared?

2011-11-14 Thread Campbell Barton
BLENDER_SUBVERSION - this is for internal versions only, we could do
an incremental release without changing it. (2.60 and 2.60a could have
the same BLENDER_SUBVERSION for eg).
alternately it could be bumped multiple times in 1 week, but this of
course doesn't indicate we did 3 point releases.

2.60a, b, c --- are meant for release titles, but don't effect the
source and are not stored in the blend file.

the reason the character is converted into a number is that some
package formats don't support characters - '2.60a' as a version
number, but it does become confusing with BLENDER_SUBVERSION which
gets used in a similar way.

so can see its a bit confusing but prefer to keep this as is.

On Tue, Nov 15, 2011 at 4:36 PM, Dan Eicher d...@trollwerks.org wrote:
 How was this done in previous releases?

 Do kind of agree that it should be 'set(PATCH_VERSION
 ${BLENDER_SUBVERSION})' because BLENDER_VERSION_CHAR doesn't really
 give as much useful information (and caused problems with the debian
 packager in the past).

 Plus that change would make CPack just a little more bulletproof when
 dealing with other fedora repos...

 Dan
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-- 
- Campbell
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