Re: [Bf-committers] Blender tangent space calculation

2011-11-15 Thread Eugene Minov

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

2011-11-15 Thread Eugene Minov
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.
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Re: [Bf-committers] Please help me debugging

2011-11-15 Thread Rainer Hohne
@ 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
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Re: [Bf-committers] Blender tangent space calculation

2011-11-15 Thread Morten Mikkelsen
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.
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Re: [Bf-committers] Blender tangent space calculation

2011-11-15 Thread Eugene Minov
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.
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Re: [Bf-committers] Blender tangent space calculation

2011-11-15 Thread f . paglia . 80
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.
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[Bf-committers] cycles fails to compile with jemalloc

2011-11-15 Thread trouble daemon
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
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Re: [Bf-committers] Blender tangent space calculation

2011-11-15 Thread Morten Mikkelsen
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.
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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

2011-11-15 Thread Thomas Dinges
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

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-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

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[Bf-committers] Cycles movement blur

2011-11-15 Thread Knapp
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/
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Re: [Bf-committers] Cycles movement blur

2011-11-15 Thread Raul Fernandez
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/
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Re: [Bf-committers] Cycles movement blur

2011-11-15 Thread Kel M
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/
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Re: [Bf-committers] Blender tangent space calculation

2011-11-15 Thread Alberto Torres
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

2011-11-15 Thread Knapp
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/
___
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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
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Re: [Bf-committers] Cycles movement blur

2011-11-15 Thread Knapp
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