Re: [Bf-committers] Blender App Central / Add-on Manager

2012-01-16 Thread David Jeske
On Jan 10, 2012 8:18 AM, Yousef Hurfoush ba...@msn.com wrote:
 i think the problem isn't in the wiki or bf-extensions or a new app center
 it relies on the scripters theme selfs to submit to these repositories,
 maybe finding some one to do the missing job as a solution would be good?

Centralized repositories that allow easy seach/install tend to motivate
devs (scripters) to publish. Google chrome extension publishing is probably
a good demonstration for a more 'scripter friendly' appstore. Chrome itself
contains the tools necessary to wrap up and package an addon, making it
easy for scripters. Addons remain self contained custom-extension zip
archives even when installed, making management easier.

HOWEVER, keep in mind that centralizing an addon 'appstore', especially one
that is accessible directly within a product like blender.. creates an
increased security responsibility. Blender addons are python, and thus they
can do anything to your computer when run. Existance in a centralized
appstore tends to imply trust that is not deserved. If submissions are
open, malacious addons can be registered. Android/chrome have security
models trapping addons into sandboxes to attempt to control this potential
vulnerability. (I.e. a google chrome addon is not allowed access arbitrary
files on your computer)
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[Bf-committers] Patch Rotate Background Images

2012-01-16 Thread Fabio Russo
This patch is used to rotate the background images, 
as required by an architect friend!
This is done using OpenGL API (glRotatef) and calculating the center of the 
image.

The link to the patch:
http://projects.blender.org/tracker/download.php/9/127/29906/19058/rotate-
BGpic.patch

An image that shows the rotation of the backgroung images is: http://www.
pasteall.org/pic/24472

Hoping to be inserted in the trunk!

Best regards,
Fabio Russo (ruesp83)
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Re: [Bf-committers] Patch Rotate Background Images

2012-01-16 Thread Knapp
Very cool. This is something I have wanted for ages! Now, if we could
just get the image to be on the top of the Z-stack so that verts and
lines don't cover it as you work!

On Mon, Jan 16, 2012 at 1:38 PM, Fabio Russo rues...@libero.it wrote:
 This patch is used to rotate the background images,
 as required by an architect friend!
 This is done using OpenGL API (glRotatef) and calculating the center of the
 image.

 The link to the patch:
 http://projects.blender.org/tracker/download.php/9/127/29906/19058/rotate-
 BGpic.patch

 An image that shows the rotation of the backgroung images is: http://www.
 pasteall.org/pic/24472

 Hoping to be inserted in the trunk!

 Best regards,
 Fabio Russo (ruesp83)
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43422] trunk/blender/intern/cycles: Cycles: add option to cache BVH's between subsequent renders, storing the BVH on

2012-01-16 Thread Daniel Salazar - 3Developer.com
Woa great! does it work with dyn cache too? for obj level animation?

Daniel Salazar
patazstudio.com



On Mon, Jan 16, 2012 at 7:13 AM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
 Revision: 43422
          
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=43422
 Author:   blendix
 Date:     2012-01-16 13:13:37 + (Mon, 16 Jan 2012)
 Log Message:
 ---
 Cycles: add option to cache BVH's between subsequent renders, storing the BVH 
 on
 disk to be reused by the next render.

 This is useful for rendering animations where only the camera or materials 
 change.
 Note that saving the BVH to disk only to be removed for the next frame is 
 slower
 if this is not the case and the meshes do actually change.

 For a render, it will save bvh files to the cache user directory, and remove 
 all
 cache files from other renders. The files are named using a MD5 hash based on 
 the
 mesh, to verify if the meshes are still the same.

 Modified Paths:
 --
    trunk/blender/intern/cycles/blender/addon/properties.py
    trunk/blender/intern/cycles/blender/addon/ui.py
    trunk/blender/intern/cycles/blender/blender_sync.cpp
    trunk/blender/intern/cycles/bvh/bvh.cpp
    trunk/blender/intern/cycles/bvh/bvh.h
    trunk/blender/intern/cycles/bvh/bvh_params.h
    trunk/blender/intern/cycles/render/mesh.cpp
    trunk/blender/intern/cycles/util/util_cache.cpp
    trunk/blender/intern/cycles/util/util_cache.h

 Modified: trunk/blender/intern/cycles/blender/addon/properties.py
 ===
 --- trunk/blender/intern/cycles/blender/addon/properties.py     2012-01-16 
 11:50:17 UTC (rev 43421)
 +++ trunk/blender/intern/cycles/blender/addon/properties.py     2012-01-16 
 13:13:37 UTC (rev 43422)
 @@ -103,6 +103,8 @@
             items=enums.bvh_types, default=DYNAMIC_BVH)
         cls.debug_use_spatial_splits = BoolProperty(name=Use Spatial 
 Splits, description=Use BVH spatial splits: longer builder time, faster 
 render,
             default=False)
 +        cls.use_cache = BoolProperty(name=Cache BVH, description=Cache 
 last built BVH to disk for faster re-render if no geometry changed,
 +            default=False)

     @classmethod
     def unregister(cls):

 Modified: trunk/blender/intern/cycles/blender/addon/ui.py
 ===
 --- trunk/blender/intern/cycles/blender/addon/ui.py     2012-01-16 11:50:17 
 UTC (rev 43421)
 +++ trunk/blender/intern/cycles/blender/addon/ui.py     2012-01-16 13:13:37 
 UTC (rev 43422)
 @@ -147,6 +147,7 @@
         sub.label(text=Acceleration structure:)
         sub.prop(cscene, debug_bvh_type, text=)
         sub.prop(cscene, debug_use_spatial_splits)
 +        sub.prop(cscene, use_cache)

  class CyclesRender_PT_layers(CyclesButtonsPanel, Panel):
     bl_label = Layers

 Modified: trunk/blender/intern/cycles/blender/blender_sync.cpp
 ===
 --- trunk/blender/intern/cycles/blender/blender_sync.cpp        2012-01-16 
 11:50:17 UTC (rev 43421)
 +++ trunk/blender/intern/cycles/blender/blender_sync.cpp        2012-01-16 
 13:13:37 UTC (rev 43422)
 @@ -236,6 +236,7 @@
                params.bvh_type = (SceneParams::BVHType)RNA_enum_get(cscene, 
 debug_bvh_type);

        params.use_bvh_spatial_split = RNA_boolean_get(cscene, 
 debug_use_spatial_splits);
 +       params.use_bvh_cache = (background)? RNA_boolean_get(cscene, 
 use_cache): false;

        return params;
  }

 Modified: trunk/blender/intern/cycles/bvh/bvh.cpp
 ===
 --- trunk/blender/intern/cycles/bvh/bvh.cpp     2012-01-16 11:50:17 UTC (rev 
 43421)
 +++ trunk/blender/intern/cycles/bvh/bvh.cpp     2012-01-16 13:13:37 UTC (rev 
 43422)
 @@ -75,12 +75,18 @@
        foreach(Object *ob, objects) {
                key.add(ob-mesh-verts);
                key.add(ob-mesh-triangles);
 +               key.add(ob-bounds, sizeof(ob-bounds));
 +               key.add(ob-visibility, sizeof(ob-visibility));
 +               key.add(ob-mesh-transform_applied, sizeof(bool));
        }

        CacheData value;

        if(Cache::global.lookup(key, value)) {
 +               cache_filename = key.get_filename();
 +
                value.read(pack.root_index);
 +               value.read(pack.SAH);

                value.read(pack.nodes);
                value.read(pack.object_node);
 @@ -101,6 +107,7 @@
        CacheData value;

        value.add(pack.root_index);
 +       value.add(pack.SAH);

        value.add(pack.nodes);
        value.add(pack.object_node);
 @@ -111,8 +118,28 @@
        value.add(pack.is_leaf);

        Cache::global.insert(key, value);
 +
 +       cache_filename = key.get_filename();
  }

 +void BVH::clear_cache_except()
 +{
 +       setstring except;
 +
 +       if(!cache_filename.empty())
 +               except.insert(cache_filename);
 +
 +      

Re: [Bf-committers] Patch Rotate Background Images

2012-01-16 Thread Mike Erwin
Ooh! Wish I had such versatile background image support a few jobs ago
-- gave up and imported DXF from the architects, which needed a crazy
amount of manual cleanup prior to building up the structure in 3D. The
future looks bright!

Knapp: maybe I misunderstand... how would you see what you're doing
with the reference image on top?

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire



On Mon, Jan 16, 2012 at 9:00 AM, Knapp magick.c...@gmail.com wrote:
 Very cool. This is something I have wanted for ages! Now, if we could
 just get the image to be on the top of the Z-stack so that verts and
 lines don't cover it as you work!

 On Mon, Jan 16, 2012 at 1:38 PM, Fabio Russo rues...@libero.it wrote:
 This patch is used to rotate the background images,
 as required by an architect friend!
 This is done using OpenGL API (glRotatef) and calculating the center of the
 image.

 The link to the patch:
 http://projects.blender.org/tracker/download.php/9/127/29906/19058/rotate-
 BGpic.patch

 An image that shows the rotation of the backgroung images is: http://www.
 pasteall.org/pic/24472

 Hoping to be inserted in the trunk!

 Best regards,
 Fabio Russo (ruesp83)
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 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] Patch Rotate Background Images

2012-01-16 Thread Knapp
On Mon, Jan 16, 2012 at 7:26 PM, Mike Erwin significant@gmail.com wrote:
 Ooh! Wish I had such versatile background image support a few jobs ago
 -- gave up and imported DXF from the architects, which needed a crazy
 amount of manual cleanup prior to building up the structure in 3D. The
 future looks bright!

 Knapp: maybe I misunderstand... how would you see what you're doing
 with the reference image on top?

By setting the alpha

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire



 On Mon, Jan 16, 2012 at 9:00 AM, Knapp magick.c...@gmail.com wrote:
 Very cool. This is something I have wanted for ages! Now, if we could
 just get the image to be on the top of the Z-stack so that verts and
 lines don't cover it as you work!

 On Mon, Jan 16, 2012 at 1:38 PM, Fabio Russo rues...@libero.it wrote:
 This patch is used to rotate the background images,
 as required by an architect friend!
 This is done using OpenGL API (glRotatef) and calculating the center of the
 image.

 The link to the patch:
 http://projects.blender.org/tracker/download.php/9/127/29906/19058/rotate-
 BGpic.patch

 An image that shows the rotation of the backgroung images is: http://www.
 pasteall.org/pic/24472

 Hoping to be inserted in the trunk!

 Best regards,
 Fabio Russo (ruesp83)
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 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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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] Render Layer Proposal

2012-01-16 Thread François T .
Hi everyone,

Yet another proposal, so I know nobody have times for proposal and stuff
but since I passed the entire day linking renderlayers passes to fileOut
one by one, my head hurts ! So I have to give it a shot !
Once again, I guess I'm the only one using Blender with other apps because
I really don't understand how people can stand the current workflow.

I'm working on a project where all 3D is done in Blender and composited in
AE. AE does support EXR multilayer extraction, but its via plugin (not
native as in Nuke) so it is slow (especially if you working in 32bpc HD).
So I decided to render each 3D passes (in my case Combined, Z, Diffuse,
Spec, Color, Velocity, UV and AO) to its own file sequences and here are
all the bumps I got.

*Only 1 RenderLayer*
You can't use the power of RenderLayer when saving into file sequence! By
that I mean using more than 1 RenderLayer with each of them having specific
parameters (Layers, mat overall, certain passes).
Only the first RenderLayer get rendered the other one are ignore. This mean
using the power of this feature is only available if you are using B's
compositor otherwise it is useless.

*Only Combined get Saved*
Probably the worst part. If you have checked multiple passes, but didn't
save into a Multi-layer file format (ie exr), then the passes are useless.
To do so you have to (except if I missed something) :
- turn ON the compositor
- plug a pass to a FileOut Node
- setup the FileOut Node
- repeat the step for each passes
- leave a Compositor Node (otherwise it refuse to render the animation)
which will create another file sequence in the output folder you defined in
your Render settings (extra useless GB used on my harddrive)

Yes, I could probably create a quick and dirty python scripts which will do
all that for me in one click! But this is not the point since, correct me
if I'm wrong, I think that going through the compositor only to do that is
slowing down the render time and play with memories and stuff for nothing.
Its like combining passes, to seperate them again to save them into
different files  o_O

Plus on top of that, even with a python script, this workflow is still a
pain in the ***



*Proposal*

The idea would be to bypass all this nightmare in case you have :
- more than 1 renderLayer turn ON
- AND/OR more than 1 pass checked
- you didn't select a Multi-Layer file format
- the compositor is not turn OFF

Then all we have to do is using RenderLayers name and passes name to
construct the file path as :

render.folderPath + / + sceneRenderLayer.name + / + render.fileName +
 _ + PassName + .EXT


*note that in this case seperating the render.folderPath and the
render.fileName would also be a change to the actual render.FilePath*
*
*
Yet I don't know how complicated it would be to save each buffer into a
seperate file, but since it is possible to do it for a Multi-Layer format,
I guess it shouldn't be to different for a file sequence ? :$



You can even push the proposal even more far away where you can have more
than 1 output. one output to openEXR float HD, ... and a second one to a
H264 SD and a third one to JPG, ... So you can easly check what as been
render by playing a lightweight h264, and use proxy for your openEXR with
the JPG. So the buffer is computed once and saved into different file
format at the end without going through the trouble of the slow compositor
(even when it will get faster ;). But this almost another topic



Anyway this is how I'd personaly loved to have it if its possible :)


cheers,

F.

-- 

François Tarlier
www.francois-tarlier.com
www.linkedin.com/in/francoistarlier
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Re: [Bf-committers] Render Layer Proposal

2012-01-16 Thread Nate Wiebe
You should be able to do this with the File Output node if I'm not mistaken.

-Nate
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Re: [Bf-committers] Render Layer Proposal

2012-01-16 Thread François T .
have you read the entire mail ? ^^

2012/1/16 Nate Wiebe natewieb...@gmail.com

 You should be able to do this with the File Output node if I'm not
 mistaken.

 -Nate
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[Bf-committers] Linking and Simulating Cloth/Softbody

2012-01-16 Thread Tobias Oelgarte
Now i was searching an entire day to find a way to link in a character 
that consists out an armature, the mesh and a clothes with 
cloth-modifier. But i could not find any solution on how to link it in a 
way that i can move the character with the armature (thats not the 
problem) and to simulate the cloth corresponding to this animation. How 
can i simulate/bake a linked piece of cloth without breaking the linking 
to the external library?

If i make the jacket a proxy then i actually have two objects. The real 
one with modifiers and a copy without any modifier. So far i could not 
find any documentation on this matter.
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Re: [Bf-committers] Patch Rotate Background Images

2012-01-16 Thread Michael Fox
On 16/01/12 23:38, Fabio Russo wrote:
 This patch is used to rotate the background images,
 as required by an architect friend!
 This is done using OpenGL API (glRotatef) and calculating the center of the
 image.

 The link to the patch:
 http://projects.blender.org/tracker/download.php/9/127/29906/19058/rotate-
 BGpic.patch

 An image that shows the rotation of the backgroung images is: http://www.
 pasteall.org/pic/24472

 Hoping to be inserted in the trunk!

 Best regards,
 Fabio Russo (ruesp83)
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Pretty nice patch, havn't looked at the code yet, but it does work, and 
fairly snappy, however, the step size is too large very difficult to get 
the right angle, even with shift held down, and why can i rotate it 
beyond 360 degress, so please work on the usability and UI aspects
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Re: [Bf-committers] Patch Rotate Background Images

2012-01-16 Thread Campbell Barton
were you aware of this?
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.58#Empty_Images_Display:

notes
- xray option renders on top
- object alpha is used.
- alpha works same as textured quad on a mesh (but also draws in wire view)
- to see alpha lines on top of other objects without alpha draw order
glitches --- user prefs - system - clip alpha (set to 0.5 or so)

I'm not really a fan of existing background images, so adding rotation
is of course useful if you already use it, but think empty objects
work better since there more flexible and don't get lost when joining
windows.

On Tue, Jan 17, 2012 at 5:26 AM, Mike Erwin significant@gmail.com wrote:
 Ooh! Wish I had such versatile background image support a few jobs ago
 -- gave up and imported DXF from the architects, which needed a crazy
 amount of manual cleanup prior to building up the structure in 3D. The
 future looks bright!

 Knapp: maybe I misunderstand... how would you see what you're doing
 with the reference image on top?

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire



 On Mon, Jan 16, 2012 at 9:00 AM, Knapp magick.c...@gmail.com wrote:
 Very cool. This is something I have wanted for ages! Now, if we could
 just get the image to be on the top of the Z-stack so that verts and
 lines don't cover it as you work!

 On Mon, Jan 16, 2012 at 1:38 PM, Fabio Russo rues...@libero.it wrote:
 This patch is used to rotate the background images,
 as required by an architect friend!
 This is done using OpenGL API (glRotatef) and calculating the center of the
 image.

 The link to the patch:
 http://projects.blender.org/tracker/download.php/9/127/29906/19058/rotate-
 BGpic.patch

 An image that shows the rotation of the backgroung images is: http://www.
 pasteall.org/pic/24472

 Hoping to be inserted in the trunk!

 Best regards,
 Fabio Russo (ruesp83)
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 --
 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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- Campbell
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Re: [Bf-committers] Linking and Simulating Cloth/Softbody

2012-01-16 Thread Campbell Barton
In the cloth pointcache buttons there is a setting: Use Lib Path

Turn this off in your library file so that the pointcache will always
use the local path when making the path for pointcache.

Then in your animation file, link the character in as a group, proxy
the armature (but nothing else).

you _cant_ select the cloth object within the group, but theres a
hidden trick! (yes this is horrible)
You can access the bake buttons by setting the object buttons to
'Pin', then select the object from the dropdown below the pin button.
... now you can switch the physics area and press bake.

This feels like a walkthough for some puzzle game which is a bad sign!

for sintel we ended up doing this in a python script, since this can
also tweak cloth settings from the linked data after load which turned
out to be very handy.

On Tue, Jan 17, 2012 at 8:14 AM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
 Now i was searching an entire day to find a way to link in a character
 that consists out an armature, the mesh and a clothes with
 cloth-modifier. But i could not find any solution on how to link it in a
 way that i can move the character with the armature (thats not the
 problem) and to simulate the cloth corresponding to this animation. How
 can i simulate/bake a linked piece of cloth without breaking the linking
 to the external library?

 If i make the jacket a proxy then i actually have two objects. The real
 one with modifiers and a copy without any modifier. So far i could not
 find any documentation on this matter.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43428] trunk/blender: Carve booleans library integration

2012-01-16 Thread Matt Ebb
Sounds really good!

One thing though - is the old code going to be kept around? If it is, it
would be good to make the choice of backend optional in the UI, and default
old files to the old backend. If someone's tweaked the old modifier to give
acceptable results, it could potentially cause an existing setup to freak
out when the new backend is used giving different output and topology.

IMO better to 'deprecate' by making it optional for a while, than change
behaviour in all existing files with no recourse.

cheers

Matt


On Mon, Jan 16, 2012 at 4:46 PM, Sergey Sharybin sergey@gmail.comwrote:

 Revision: 43428

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=43428
 Author:   nazgul
 Date: 2012-01-16 16:46:00 + (Mon, 16 Jan 2012)
 Log Message:
 ---
 Carve booleans library integration
 ==

 Merging Carve library integration project into the trunk.

 This commit switches Boolean modifier to another library which handles
 mesh boolean operations in much stable and faster way, resolving old
 well-known limitations of intern boolop library.

 Carve is integrating as alternative interface for boolop library and
 which makes it totally transparent for blender sources to switch between
 old-fashioned boolop and new Carve backends.

 Detailed changes in this commit:

 - Integrated needed subset of Carve library sources into extern/
  Added script for re-bundling it (currently works only if repo
  was cloned by git-svn).
 - Added BOP_CarveInterface for boolop library which can be used by
  Boolean modifier.
 - Carve backend is enabled by default, can be disabled by WITH_BF_CARVE
  SCons option and WITH_CARVE CMake option.
 - If Boost library is found in build environment it'll be used for
  unordered collections. If Boost isn't found, it'll fallback to TR1
  implementation for GCC compilers. Boost is obligatory if MSVC is used.

 Tested on Linux 64bit and Windows 7 64bit.

 NOTE: behavior of flat objects was changed. E.g. Plane-Sphere now gives
  plane with circle hole, not plane with semisphere. Don't think
  it's really issue because it's not actually defined behavior in
  such situations and both of ways might be useful. Since it's
  only known regression think it's OK to deal with it.

 Details are there
 http://wiki.blender.org/index.php/User:Nazg-gul/CarveBooleans


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Re: [Bf-committers] Help with the source code of Blender

2012-01-16 Thread Fabio Gonzalez
I forgot to say, I want to become a future developer.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43428] trunk/blender: Carve booleans library integration

2012-01-16 Thread Sergey Sharybin
Hi,

I can't see why this second option might be useful atm. Restrictions
described on wiki page seems to be reasonable. Probably it might be
improved but it's not obvious for me hot it should behave when intersection
isn't a closed loop. In other cases Carve made really good job and i'd
rather improve Carve itself then add option to choose library to use (one
of which isn't maintaining and where we can't give exact explanation when
Carve or boolop should be used).

On Tue, Jan 17, 2012 at 12:44 PM, Campbell Barton ideasma...@gmail.comwrote:

 Keeping the old code around as a compile option for testing IMHO is
 good so we can easily test any regression reports for a while (1-4
 months).

 However booleans is the sort of feature where you want to have one
 good implementation,
 having a `good` and another `crappy-but-might-work-in-some-cases`
 option is weak IMHO.

 I'd want to see really good evidence that this is needed before having
 an 2 optional backends.

 IMHO its a weak solution unless there is some intent to maintain the
 older (currently unmaintained) booleans code, or someone can show
 examples where the older code consistently wins out.

 - Campbell

 On Tue, Jan 17, 2012 at 4:42 PM, Matt Ebb m...@mke3.net wrote:
  Sounds really good!
 
  One thing though - is the old code going to be kept around? If it is, it
  would be good to make the choice of backend optional in the UI, and
 default
  old files to the old backend. If someone's tweaked the old modifier to
 give
  acceptable results, it could potentially cause an existing setup to freak
  out when the new backend is used giving different output and topology.
 
  IMO better to 'deprecate' by making it optional for a while, than change
  behaviour in all existing files with no recourse.
 
  cheers
 
  Matt
 
 
  On Mon, Jan 16, 2012 at 4:46 PM, Sergey Sharybin sergey@gmail.com
 wrote:
 
  Revision: 43428
 
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=43428
  Author:   nazgul
  Date: 2012-01-16 16:46:00 + (Mon, 16 Jan 2012)
  Log Message:
  ---
  Carve booleans library integration
  ==
 
  Merging Carve library integration project into the trunk.
 
  This commit switches Boolean modifier to another library which handles
  mesh boolean operations in much stable and faster way, resolving old
  well-known limitations of intern boolop library.
 
  Carve is integrating as alternative interface for boolop library and
  which makes it totally transparent for blender sources to switch between
  old-fashioned boolop and new Carve backends.
 
  Detailed changes in this commit:
 
  - Integrated needed subset of Carve library sources into extern/
   Added script for re-bundling it (currently works only if repo
   was cloned by git-svn).
  - Added BOP_CarveInterface for boolop library which can be used by
   Boolean modifier.
  - Carve backend is enabled by default, can be disabled by WITH_BF_CARVE
   SCons option and WITH_CARVE CMake option.
  - If Boost library is found in build environment it'll be used for
   unordered collections. If Boost isn't found, it'll fallback to TR1
   implementation for GCC compilers. Boost is obligatory if MSVC is used.
 
  Tested on Linux 64bit and Windows 7 64bit.
 
  NOTE: behavior of flat objects was changed. E.g. Plane-Sphere now gives
   plane with circle hole, not plane with semisphere. Don't think
   it's really issue because it's not actually defined behavior in
   such situations and both of ways might be useful. Since it's
   only known regression think it's OK to deal with it.
 
  Details are there
  http://wiki.blender.org/index.php/User:Nazg-gul/CarveBooleans
 
 
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 --
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-- 
With best regards, Sergey Sharybin
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43428] trunk/blender: Carve booleans library integration

2012-01-16 Thread Matt Ebb
On Tue, Jan 17, 2012 at 6:44 AM, Campbell Barton ideasma...@gmail.comwrote:


 IMHO its a weak solution unless there is some intent to maintain the
 older (currently unmaintained) booleans code, or someone can show
 examples where the older code consistently wins out.


After having used the old boolean modifier, I can't imagine the older code
winning out on a quality level at all ;) The reason I mention this is not
to promote the idea of having two options for people to actively choose
from, but mainly for compatibility when loading up existing setups.

If you're using booleans for simple modelling (eg. sphere + cube) then
there's not really much difference and you can happily proceed. However, if
you're using booleans as part of a more complex procedural setup - eg.
followed by shrinkwrapping or array merging, or any other things that
depend on topology, then if you load up your file and the topology output
by the boolean modifier has changed, then it can break existing setups.

This breakage could be obvious, or it could be the sort of thing you only
notice at certain frames after it's been sent off for render. Either way,
you have no way of fixing it by going back to the old backend that you have
have created your procedural setup to work with/around. In pipelines using
other apps that put a greater emphasis on procedural modelling, people
generally avoid changing geometry modifying tools in-place (which can have
unexpected results), but rather use versioning so that old setups remain
identical.

If you guys have the burden of maintaining the code, I understand your
reluctance - in this case IMO it's a case of judging where the balance is
between code maintenance effort vs likelihood of blender users getting
screwed by procedural setups that involve the existing boolean modifier.
Maybe you'll judge it's not that likely - it's your choice.

Either way, I'm trying to bring up the point that it's not just about what
is 'better', it's also how much potential disruption it can cause by
forcing the change for all existing instances of the modifier.

cheers

Matt




 On Tue, Jan 17, 2012 at 4:42 PM, Matt Ebb m...@mke3.net wrote:
  Sounds really good!
 
  One thing though - is the old code going to be kept around? If it is, it
  would be good to make the choice of backend optional in the UI, and
 default
  old files to the old backend. If someone's tweaked the old modifier to
 give
  acceptable results, it could potentially cause an existing setup to freak
  out when the new backend is used giving different output and topology.
 
  IMO better to 'deprecate' by making it optional for a while, than change
  behaviour in all existing files with no recourse.
 
  cheers
 

  Matt
 
 
  On Mon, Jan 16, 2012 at 4:46 PM, Sergey Sharybin sergey@gmail.com
 wrote:
 
  Revision: 43428
 
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=43428
  Author:   nazgul
  Date: 2012-01-16 16:46:00 + (Mon, 16 Jan 2012)
  Log Message:
  ---
  Carve booleans library integration
  ==
 
  Merging Carve library integration project into the trunk.
 
  This commit switches Boolean modifier to another library which handles
  mesh boolean operations in much stable and faster way, resolving old
  well-known limitations of intern boolop library.
 
  Carve is integrating as alternative interface for boolop library and
  which makes it totally transparent for blender sources to switch between
  old-fashioned boolop and new Carve backends.
 
  Detailed changes in this commit:
 
  - Integrated needed subset of Carve library sources into extern/
   Added script for re-bundling it (currently works only if repo
   was cloned by git-svn).
  - Added BOP_CarveInterface for boolop library which can be used by
   Boolean modifier.
  - Carve backend is enabled by default, can be disabled by WITH_BF_CARVE
   SCons option and WITH_CARVE CMake option.
  - If Boost library is found in build environment it'll be used for
   unordered collections. If Boost isn't found, it'll fallback to TR1
   implementation for GCC compilers. Boost is obligatory if MSVC is used.
 
  Tested on Linux 64bit and Windows 7 64bit.
 
  NOTE: behavior of flat objects was changed. E.g. Plane-Sphere now gives
   plane with circle hole, not plane with semisphere. Don't think
   it's really issue because it's not actually defined behavior in
   such situations and both of ways might be useful. Since it's
   only known regression think it's OK to deal with it.
 
  Details are there
  http://wiki.blender.org/index.php/User:Nazg-gul/CarveBooleans
 
 
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 --
 - Campbell
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