Re: [Bf-committers] Blender tangent space calculation
If it's not already available in the python API Hmm, I think not, as far as I can see in 'blender_python_reference_2_57' and by searching in 'blender-2.60a' sources. I've found only two files in sources with references to 'SMikkTSpaceContext' struct and to 'genTangSpaceDefault' function: - 'source/blender/blenkernel/intern/DerivedMesh.c' to get tangents for using in GLSL, I think; - 'source/blender/render/intern/source/convertblender.c' to get tangents for render's needs. But I not completely sure, I will look deeper. 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. Yes, I was wondering about that when started to write my own exporter since blender 2.49 :) But after I've found an 'EdgeSplit' modifier, I used to to export my meshes applied by it and to welding vertices and normals after. Maybe we'd can go a similar way and to provide tangents using averaged normals only?, since soft/hard edge's flags is 'de-facto' uses in that modifier only (as far as I know, even blender's render is not uses those flags). As about realization, I think it may be some analogue to the 'bpy.types.MeshTextureFace' class array, like 'MeshTangentFace' with four tangent vectors and fSign values for each vertex per face in it. Or with indexes to already welded ones. And generate data by request, in the 'Mesh.tangent_normals' accessor. Thanks. Eugene On Tue, Nov 15, 2011 at 4:02 AM, Morten Mikkelsen mikkels...@gmail.comwrote: 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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
Oh, I am sorry again, I'd thought that you mean soft/hard edges not faces, I stupid! :\ Yeah there is must me way to gen those normals too. On Tue, Nov 15, 2011 at 7:12 PM, Eugene Minov minov@gmail.com wrote: If it's not already available in the python API Hmm, I think not, as far as I can see in 'blender_python_reference_2_57' and by searching in 'blender-2.60a' sources. I've found only two files in sources with references to 'SMikkTSpaceContext' struct and to 'genTangSpaceDefault' function: - 'source/blender/blenkernel/intern/DerivedMesh.c' to get tangents for using in GLSL, I think; - 'source/blender/render/intern/source/convertblender.c' to get tangents for render's needs. But I not completely sure, I will look deeper. 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. Yes, I was wondering about that when started to write my own exporter since blender 2.49 :) But after I've found an 'EdgeSplit' modifier, I used to to export my meshes applied by it and to welding vertices and normals after. Maybe we'd can go a similar way and to provide tangents using averaged normals only?, since soft/hard edge's flags is 'de-facto' uses in that modifier only (as far as I know, even blender's render is not uses those flags). As about realization, I think it may be some analogue to the 'bpy.types.MeshTextureFace' class array, like 'MeshTangentFace' with four tangent vectors and fSign values for each vertex per face in it. Or with indexes to already welded ones. And generate data by request, in the 'Mesh.tangent_normals' accessor. Thanks. Eugene On Tue, Nov 15, 2011 at 4:02 AM, Morten Mikkelsen mikkels...@gmail.comwrote: 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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Please help me debugging
@ Campbell Thanks for your advice. Finally blender compiles again using scons, but still no luck with CMake. To use QtCreator for debugging, I have to create the project files with cmake_qtcreator_project.py and although I followed your instructions from the wiki, I'm getting this error UnicodeDecodeError: 'ascii' codec can't decode byte 0xc3 in position 327: ordinal not in range(128), so no blender.creator is created. Don't know if this is related, but in CMake, there is a Unsupported CFLAG: -Wno-error=unused-but-set-variable error. @ Xavier Just forgot to tell scons to use the static library. Thanks for your help. Rainer ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
There is no point in doing this unless you export the correct tangents and normals. That is the ones that were used to bake the normal map. I realize it blows that there is no API function to get the render normal. So what you have to do is produce it yourself like is done in DerivedMesh.chttps://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c and many other places as well. An example in this file is the static function GetNormal() which is used as a call-back function by mikktspace.c and you can see how it uses the averaged normal if the face is set to smooth and it uses the face normal which it calculates itself if the face is set to flat. If you are going to make an api to export tangents I for one cannot emphasize enough that I prefer an all or nothing solution. Either do it right or don't do it at all. The last thing we need is to introduce a new tangent space standard within blender. Either export the correct basis that was used for baking (this includes the normal) or don't try to do it at all. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
Yes, I absolutely agree, hard faces obviously must be exported in the same way how they seen in render. I think they can welds along with tangents. On Tue, Nov 15, 2011 at 9:01 PM, Morten Mikkelsen mikkels...@gmail.comwrote: There is no point in doing this unless you export the correct tangents and normals. That is the ones that were used to bake the normal map. I realize it blows that there is no API function to get the render normal. So what you have to do is produce it yourself like is done in DerivedMesh.c https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c and many other places as well. An example in this file is the static function GetNormal() which is used as a call-back function by mikktspace.c and you can see how it uses the averaged normal if the face is set to smooth and it uses the face normal which it calculates itself if the face is set to flat. If you are going to make an api to export tangents I for one cannot emphasize enough that I prefer an all or nothing solution. Either do it right or don't do it at all. The last thing we need is to introduce a new tangent space standard within blender. Either export the correct basis that was used for baking (this includes the normal) or don't try to do it at all. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
Chiamami domani verso ora di pranzo al 3777074625 ora sono molto impegnato sto lavorando su una Correzione Colore E-Mail Sent via BlackBerry from BT Mobile -Original Message- From: Eugene Minov minov@gmail.com Sender: bf-committers-boun...@blender.org Date: Tue, 15 Nov 2011 21:43:12 To: bf-blender developersbf-committers@blender.org Reply-To: bf-blender developers bf-committers@blender.org Subject: Re: [Bf-committers] Blender tangent space calculation Yes, I absolutely agree, hard faces obviously must be exported in the same way how they seen in render. I think they can welds along with tangents. On Tue, Nov 15, 2011 at 9:01 PM, Morten Mikkelsen mikkels...@gmail.comwrote: There is no point in doing this unless you export the correct tangents and normals. That is the ones that were used to bake the normal map. I realize it blows that there is no API function to get the render normal. So what you have to do is produce it yourself like is done in DerivedMesh.c https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c and many other places as well. An example in this file is the static function GetNormal() which is used as a call-back function by mikktspace.c and you can see how it uses the averaged normal if the face is set to smooth and it uses the face normal which it calculates itself if the face is set to flat. If you are going to make an api to export tangents I for one cannot emphasize enough that I prefer an all or nothing solution. Either do it right or don't do it at all. The last thing we need is to introduce a new tangent space standard within blender. Either export the correct basis that was used for baking (this includes the normal) or don't try to do it at all. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] cycles fails to compile with jemalloc
Hey Brecht, Loving cycles btw :) I just was noticing the other day that I hadn't yet tried out jemalloc in the cmake settings. So I grabbed the latest git copy and installed it. The problem was that blender seemed to fail to compile. I don't have the compile error handy, but I recall it stopping on something cycles related, and went away when I disabled jemalloc. Anyways, just thought you might want a heads up in case you intended to support this malloc replacement, or at least allow cycles to work in concert with it. Cheers, Dan ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
I don't know anything about Python but if you can get hold of the dm (DerivedMesh) on the c side of things then I can show you how to get the correct normals and tangents and even help you get them welded should you want this. On Tue, Nov 15, 2011 at 10:43 AM, Eugene Minov minov@gmail.com wrote: Yes, I absolutely agree, hard faces obviously must be exported in the same way how they seen in render. I think they can welds along with tangents. On Tue, Nov 15, 2011 at 9:01 PM, Morten Mikkelsen mikkels...@gmail.com wrote: There is no point in doing this unless you export the correct tangents and normals. That is the ones that were used to bake the normal map. I realize it blows that there is no API function to get the render normal. So what you have to do is produce it yourself like is done in DerivedMesh.c https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c and many other places as well. An example in this file is the static function GetNormal() which is used as a call-back function by mikktspace.c and you can see how it uses the averaged normal if the face is set to smooth and it uses the face normal which it calculates itself if the face is set to flat. If you are going to make an api to export tangents I for one cannot emphasize enough that I prefer an all or nothing solution. Either do it right or don't do it at all. The last thing we need is to introduce a new tangent space standard within blender. Either export the correct basis that was used for baking (this includes the normal) or don't try to do it at all. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ 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 [41889] trunk/blender/release/scripts/ startup/bl_ui/space_view3d.py: Fix #29275: vertex/edge/ face selection buttons showing squa
Hi Brecht, this adds the show stopper back we had in 2.60. Click on the minus icon in the 3D header, and the space selector and the minus/plus icons disappears. I think we have to tackle this issue differently, maybe in the C template. Best regards, Thomas Am 15.11.2011 20:25, schrieb Brecht Van Lommel: Revision: 41889 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=41889 Author: blendix Date: 2011-11-15 19:25:28 + (Tue, 15 Nov 2011) Log Message: --- Fix #29275: vertex/edge/face selection buttons showing squashed in 3d view header. Modified Paths: -- trunk/blender/release/scripts/startup/bl_ui/space_view3d.py Modified: trunk/blender/release/scripts/startup/bl_ui/space_view3d.py === --- trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2011-11-15 19:23:35 UTC (rev 41888) +++ trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2011-11-15 19:25:28 UTC (rev 41889) @@ -55,8 +55,8 @@ sub.menu(VIEW3D_MT_object) # Contains buttons like Mode, Pivot, Manipulator, Layer, Mesh Select Mode... -row = layout.row() # XXX Narrowed down vert/edge/face selector in edit mode/solid drawmode. -DingTo -row.template_header_3D() +row = layout +layout.template_header_3D() if obj: # Particle edit ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Cycles movement blur
I was just thinking today that Cycles could do motion blur without taking a big CPU hit. I don't know much about all this so I bet my ideas is wrong or old but I thought I would post it just in case. When we do animation the computer calculates tweens and moves stuff for us. It does this once per frame. Cycles does many render cycles per frame. It struck me today that if at each cycle pass you move the object you would get a blur effect. I was also thinking that you might move it every 100 out of a 1000 pass to get interesting stutter effects. I look forward to hearing if my idea was good or only trash. BTW I would love to see a pause on the main render. Cycles eat my CPU alive and does not let me do much in the background. A nice/slow button might be good too but I am sure I am not the first to say this. Thanks for all the really cool work!! I love cycles, dynamic paint, motion tracking and ocean sim! All the other stuff is more in the background but I am sure I will be loving it too once I find it! -- 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
Re: [Bf-committers] Cycles movement blur
Is interesting a full unbiased solution to motion blur can be instead or sampling (rendering) a point in time scene (static) to fully sample(in a random or pseudo random) way an interval scene (like the aperture size of the camera) though this may be more efficient in terms of required samples it can be costly in terms of memory because you have to have simultaneous access to a range of scenes instead of one, I don't know how Cycles engine deal with memory and frame scenes tough ... those are my two cents ;) De: Knapp magick.c...@gmail.com Para: bf-blender developers bf-committers@blender.org Enviado: martes 15 de noviembre de 2011 22:46 Asunto: [Bf-committers] Cycles movement blur I was just thinking today that Cycles could do motion blur without taking a big CPU hit. I don't know much about all this so I bet my ideas is wrong or old but I thought I would post it just in case. When we do animation the computer calculates tweens and moves stuff for us. It does this once per frame. Cycles does many render cycles per frame. It struck me today that if at each cycle pass you move the object you would get a blur effect. I was also thinking that you might move it every 100 out of a 1000 pass to get interesting stutter effects. I look forward to hearing if my idea was good or only trash. BTW I would love to see a pause on the main render. Cycles eat my CPU alive and does not let me do much in the background. A nice/slow button might be good too but I am sure I am not the first to say this. Thanks for all the really cool work!! I love cycles, dynamic paint, motion tracking and ocean sim! All the other stuff is more in the background but I am sure I will be loving it too once I find it! -- 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cycles movement blur
Would this not require a BVH rebuild on each pass? On Tue, Nov 15, 2011 at 4:23 PM, Raul Fernandez farsthar...@yahoo.eswrote: Is interesting a full unbiased solution to motion blur can be instead or sampling (rendering) a point in time scene (static) to fully sample(in a random or pseudo random) way an interval scene (like the aperture size of the camera) though this may be more efficient in terms of required samples it can be costly in terms of memory because you have to have simultaneous access to a range of scenes instead of one, I don't know how Cycles engine deal with memory and frame scenes tough ... those are my two cents ;) De: Knapp magick.c...@gmail.com Para: bf-blender developers bf-committers@blender.org Enviado: martes 15 de noviembre de 2011 22:46 Asunto: [Bf-committers] Cycles movement blur I was just thinking today that Cycles could do motion blur without taking a big CPU hit. I don't know much about all this so I bet my ideas is wrong or old but I thought I would post it just in case. When we do animation the computer calculates tweens and moves stuff for us. It does this once per frame. Cycles does many render cycles per frame. It struck me today that if at each cycle pass you move the object you would get a blur effect. I was also thinking that you might move it every 100 out of a 1000 pass to get interesting stutter effects. I look forward to hearing if my idea was good or only trash. BTW I would love to see a pause on the main render. Cycles eat my CPU alive and does not let me do much in the background. A nice/slow button might be good too but I am sure I am not the first to say this. Thanks for all the really cool work!! I love cycles, dynamic paint, motion tracking and ocean sim! All the other stuff is more in the background but I am sure I will be loving it too once I find it! -- 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
I've said compilant as in I've tested with several meshes with automatic unwrapping (lots of seams) and baking from multires data and the result is perfect. I don't really know if it's really 100% compatible. I guess I must test with weird quads to be sure. In any case, I can tab - ctrl+t whenever I see a problem there. I'm just commenting that if you use ogre this shouldn't be an issue, but I completely agree that it should be a way to get exactly the same normals blender generates. 2011/11/15 Morten Mikkelsen mikkels...@gmail.com: You should be careful referring to them as compliant. I understand what you mean that they are compliant in format. But as is explained here -- http://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Maps the only way to be fully compliant is to use the exact same spaces that were used to generate the bake. This can also be achieved by using the referenced implementation (which is used in Blender) because it's designed to be order-independent and also independent of how the geometry is indexed or even indexed at all. Being fully compliant is what allows the renderer to achieve smooth transitions of normal fields going from one island to the next. This is important for characters especially. On Mon, Nov 14, 2011 at 8:34 AM, Alberto Torres kungfoo...@gmail.comwrote: 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?
Re: [Bf-committers] Cycles movement blur
Get but it is on the to do list. On Tue, Nov 15, 2011 at 11:52 PM, Carsten Wartmann c...@blenderbuch.de wrote: It is already possible to get this kind of motion blur in cycles. Switch to blender internal and use the sampled motion blur panel to setup. Then back in cycles you get mblur samples. Combine with an animation of the seed value and lower the cycles samples by factor of mblur samples. As result you get mblur with nearly no more extended render time. Carsten Knapp magick.c...@gmail.com schrieb: I was just thinking today that Cycles could do motion blur without taking a big CPU hit. I don't know much about all this so I bet my ideas is wrong or old but I thought I would post it just in case. When we do animation the computer calculates tweens and moves stuff for us. It does this once per frame. Cycles does many render cycles per frame. It struck me today that if at each cycle pass you move the object you would get a blur effect. I was also thinking that you might move it every 100 out of a 1000 pass to get interesting stutter effects. I look forward to hearing if my idea was good or only trash. BTW I would love to see a pause on the main render. Cycles eat my CPU alive and does not let me do much in the background. A nice/slow button might be good too but I am sure I am not the first to say this. Thanks for all the really cool work!! I love cycles, dynamic paint, motion tracking and ocean sim! All the other stuff is more in the background but I am sure I will be loving it too once I find it! -- 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 -- Mühsam auf dem Telefon getippt :-) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- 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
Re: [Bf-committers] Cycles movement blur
Sorry, typo, too early. I meant good. As in it is good that we have it. On Wed, Nov 16, 2011 at 7:27 AM, Knapp magick.c...@gmail.com wrote: Get but it is on the to do list. On Tue, Nov 15, 2011 at 11:52 PM, Carsten Wartmann c...@blenderbuch.de wrote: It is already possible to get this kind of motion blur in cycles. Switch to blender internal and use the sampled motion blur panel to setup. Then back in cycles you get mblur samples. Combine with an animation of the seed value and lower the cycles samples by factor of mblur samples. As result you get mblur with nearly no more extended render time. Carsten Knapp magick.c...@gmail.com schrieb: I was just thinking today that Cycles could do motion blur without taking a big CPU hit. I don't know much about all this so I bet my ideas is wrong or old but I thought I would post it just in case. When we do animation the computer calculates tweens and moves stuff for us. It does this once per frame. Cycles does many render cycles per frame. It struck me today that if at each cycle pass you move the object you would get a blur effect. I was also thinking that you might move it every 100 out of a 1000 pass to get interesting stutter effects. I look forward to hearing if my idea was good or only trash. BTW I would love to see a pause on the main render. Cycles eat my CPU alive and does not let me do much in the background. A nice/slow button might be good too but I am sure I am not the first to say this. Thanks for all the really cool work!! I love cycles, dynamic paint, motion tracking and ocean sim! All the other stuff is more in the background but I am sure I will be loving it too once I find it! -- 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 -- Mühsam auf dem Telefon getippt :-) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- 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/ -- 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