Re: [Bf-committers] Blender App Central / Add-on Manager
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) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Patch Rotate Background Images
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) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Patch Rotate Background Images
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) ___ 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] [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
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
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) ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Patch Rotate Background Images
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) ___ 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 ___ 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
[Bf-committers] Render Layer Proposal
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Render Layer Proposal
You should be able to do this with the File Output node if I'm not mistaken. -Nate ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Render Layer Proposal
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Linking and Simulating Cloth/Softbody
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Patch Rotate Background Images
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) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Patch Rotate Background Images
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) ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Linking and Simulating Cloth/Softbody
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ 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 [43428] trunk/blender: Carve booleans library integration
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Help with the source code of Blender
I forgot to say, I want to become a future developer. ___ 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 [43428] trunk/blender: Carve booleans library integration
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ 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 [43428] trunk/blender: Carve booleans library integration
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers