Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44245] trunk/blender/source/tools/ tag_release.py: script to generate commands needed to tag a release ( which has become fairly

2012-02-19 Thread Sergey Sharybin
Wow, that's awesome! Always wanted to have such king of script. Thank you!
:)

On Sun, Feb 19, 2012 at 2:39 PM, Campbell Barton ideasma...@gmail.comwrote:

 Revision: 44245

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=44245
 Author:   campbellbarton
 Date: 2012-02-19 08:39:11 + (Sun, 19 Feb 2012)
 Log Message:
 ---
 script to generate commands needed to tag a release (which has become
 fairly complicated).

 Example output for 2.62:

 # Run these commands from the blender source dir:
 svn cp https://svn.blender.org/svnroot/bf-blender/trunk@r44136
 https://svn.blender.org/svnroot/bf-blender/tags/blender-2.62-release -m
 tagging blender release: blender-2.62-release, 44136
 svn cp https://svn.blender.org/svnroot/bf-extensions/trunk@r2994
 https://svn.blender.org/svnroot/bf-extensions/tags/2_62_release -m
 tagging blender release: 2_62_release, 2994
 svn cp https://svn.blender.org/svnroot/bf-translations/trunk@r392
 https://svn.blender.org/svnroot/bf-translations/tags/2_62_release -m
 tagging blender release: 2_62_release, 392
 svn sw
 https://svn.blender.org/svnroot/bf-blender/tags/blender-2.62-release/blender
 svn propset svn:externals addons
 https://svn.blender.org/svnroot/bf-extensions/tags/2_62_release/py/scripts/addons;
 release/scripts
 svn propset svn:externals locale
 https://svn.blender.org/svnroot/bf-translations/tags/2_62_release/locale;
 release/datafiles
 svn ci release/scripts release/datafiles -m tagging blender release:
 blender-2.62-release, 44136
 svn sw https://svn.blender.org/svnroot/bf-blender/trunk/blender

 Revision Links:
 --

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=44136

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=2994

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=392

 Added Paths:
 ---
trunk/blender/source/tools/tag_release.py

 Added: trunk/blender/source/tools/tag_release.py
 ===
 --- trunk/blender/source/tools/tag_release.py
 (rev 0)
 +++ trunk/blender/source/tools/tag_release.py   2012-02-19 08:39:11 UTC
 (rev 44245)
 @@ -0,0 +1,76 @@
 +#!/usr/bin/env python
 +
 +REV_BLENDER = 44136
 +REV_EXTENSIONS = 2994
 +REV_LOCALE = 392
 +
 +TAG_BLENDER = blender-2.62-release
 +TAG_EXTENSIONS = TAG_LOCALE = 2_62_release
 +
 +print(\n# Run these commands from the blender source dir:)
 +
 +#
 -
 +# Blender
 +
 +print('svn cp '
 +  'https://svn.blender.org/svnroot/bf-blender/trunk@r%d '
 +  'https://svn.blender.org/svnroot/bf-blender/tags/%s '
 +  '-m tagging blender release: %s, %d' %
 +  (REV_BLENDER, TAG_BLENDER, TAG_BLENDER, REV_BLENDER))
 +
 +
 +#
 -
 +# Extensions
 +
 +print('svn cp '
 +  'https://svn.blender.org/svnroot/bf-extensions/trunk@r%d '
 +  'https://svn.blender.org/svnroot/bf-extensions/tags/%s '
 +  '-m tagging blender release: %s, %d' %
 +  (REV_EXTENSIONS, TAG_EXTENSIONS, TAG_EXTENSIONS, REV_EXTENSIONS)
 +  )
 +
 +
 +#
 -
 +# Translations
 +
 +print('svn cp '
 +  'https://svn.blender.org/svnroot/bf-translations/trunk@r%d '
 +  'https://svn.blender.org/svnroot/bf-translations/tags/%s '
 +  '-m tagging blender release: %s, %d' %
 +  (REV_LOCALE, TAG_LOCALE, TAG_LOCALE, REV_LOCALE),
 +  )
 +
 +
 +#
 -
 +# Change externals
 +
 +# switch a checkout of trunk into the tag o avoid a second checkout
 +# windows/osx may want to switch lib too.
 +print('svn sw '
 +  'https://svn.blender.org/svnroot/bf-blender/tags/%s/blender' %
 +  (TAG_BLENDER, )
 +  )
 +
 +# Change the extensions location, we can ignore addons_contrib here.
 +print('svn propset svn:externals '
 +  'addons
 https://svn.blender.org/svnroot/bf-extensions/tags/%s/py/scripts/addons; '
 +  'release/scripts ' %
 +  (TAG_EXTENSIONS, )
 +  )
 +
 +print('svn propset svn:externals '
 +  'locale
 https://svn.blender.org/svnroot/bf-translations/tags/%s/locale; '
 +  'release/datafiles' %
 +  (TAG_LOCALE, )
 +  )
 +
 +print('svn ci '
 +  'release/scripts '
 +  'release/datafiles '
 +  '-m tagging blender release: %s, %d' %
 +  (TAG_BLENDER, REV_BLENDER)
 +  )
 +
 +
 +# switch back to trunk
 +print(svn sw https://svn.blender.org/svnroot/bf-blender/trunk/blender;)

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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 [44245] trunk/blender/source/tools/ tag_release.py: script to generate commands needed to tag a release ( which has become fairly

2012-02-19 Thread Bastien Montagne
Hi,

I wonder why, but it seems the bf-translations tagging did not ran… I 
had to do it (just copying above line for that repo)?

Regards,
Bastien

Le dimanche 19 février 2012 10:08:40, Sergey Sharybin a écrit :
 Wow, that's awesome! Always wanted to have such king of script. Thank you!
 :)

 On Sun, Feb 19, 2012 at 2:39 PM, Campbell Bartonideasma...@gmail.comwrote:

 Revision: 44245

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=44245
 Author:   campbellbarton
 Date: 2012-02-19 08:39:11 + (Sun, 19 Feb 2012)
 Log Message:
 ---
 script to generate commands needed to tag a release (which has become
 fairly complicated).

 Example output for 2.62:

 # Run these commands from the blender source dir:
 svn cp https://svn.blender.org/svnroot/bf-blender/trunk@r44136
 https://svn.blender.org/svnroot/bf-blender/tags/blender-2.62-release -m
 tagging blender release: blender-2.62-release, 44136
 svn cp https://svn.blender.org/svnroot/bf-extensions/trunk@r2994
 https://svn.blender.org/svnroot/bf-extensions/tags/2_62_release -m
 tagging blender release: 2_62_release, 2994
 svn cp https://svn.blender.org/svnroot/bf-translations/trunk@r392
 https://svn.blender.org/svnroot/bf-translations/tags/2_62_release -m
 tagging blender release: 2_62_release, 392
 svn sw
 https://svn.blender.org/svnroot/bf-blender/tags/blender-2.62-release/blender
 svn propset svn:externals addons
 https://svn.blender.org/svnroot/bf-extensions/tags/2_62_release/py/scripts/addons;
 release/scripts
 svn propset svn:externals locale
 https://svn.blender.org/svnroot/bf-translations/tags/2_62_release/locale;
 release/datafiles
 svn ci release/scripts release/datafiles -m tagging blender release:
 blender-2.62-release, 44136
 svn sw https://svn.blender.org/svnroot/bf-blender/trunk/blender

 Revision Links:
 --

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=44136

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=2994

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=392

 Added Paths:
 ---
 trunk/blender/source/tools/tag_release.py

 Added: trunk/blender/source/tools/tag_release.py
 ===
 --- trunk/blender/source/tools/tag_release.py
 (rev 0)
 +++ trunk/blender/source/tools/tag_release.py   2012-02-19 08:39:11 UTC
 (rev 44245)
 @@ -0,0 +1,76 @@
 +#!/usr/bin/env python
 +
 +REV_BLENDER = 44136
 +REV_EXTENSIONS = 2994
 +REV_LOCALE = 392
 +
 +TAG_BLENDER = blender-2.62-release
 +TAG_EXTENSIONS = TAG_LOCALE = 2_62_release
 +
 +print(\n# Run these commands from the blender source dir:)
 +
 +#
 -
 +# Blender
 +
 +print('svn cp '
 +  'https://svn.blender.org/svnroot/bf-blender/trunk@r%d '
 +  'https://svn.blender.org/svnroot/bf-blender/tags/%s '
 +  '-m tagging blender release: %s, %d' %
 +  (REV_BLENDER, TAG_BLENDER, TAG_BLENDER, REV_BLENDER))
 +
 +
 +#
 -
 +# Extensions
 +
 +print('svn cp '
 +  'https://svn.blender.org/svnroot/bf-extensions/trunk@r%d '
 +  'https://svn.blender.org/svnroot/bf-extensions/tags/%s '
 +  '-m tagging blender release: %s, %d' %
 +  (REV_EXTENSIONS, TAG_EXTENSIONS, TAG_EXTENSIONS, REV_EXTENSIONS)
 +  )
 +
 +
 +#
 -
 +# Translations
 +
 +print('svn cp '
 +  'https://svn.blender.org/svnroot/bf-translations/trunk@r%d '
 +  'https://svn.blender.org/svnroot/bf-translations/tags/%s '
 +  '-m tagging blender release: %s, %d' %
 +  (REV_LOCALE, TAG_LOCALE, TAG_LOCALE, REV_LOCALE),
 +  )
 +
 +
 +#
 -
 +# Change externals
 +
 +# switch a checkout of trunk into the tag o avoid a second checkout
 +# windows/osx may want to switch lib too.
 +print('svn sw '
 +  'https://svn.blender.org/svnroot/bf-blender/tags/%s/blender' %
 +  (TAG_BLENDER, )
 +  )
 +
 +# Change the extensions location, we can ignore addons_contrib here.
 +print('svn propset svn:externals '
 +  'addons
 https://svn.blender.org/svnroot/bf-extensions/tags/%s/py/scripts/addons; '
 +  'release/scripts ' %
 +  (TAG_EXTENSIONS, )
 +  )
 +
 +print('svn propset svn:externals '
 +  'locale
 https://svn.blender.org/svnroot/bf-translations/tags/%s/locale; '
 +  'release/datafiles' %
 +  (TAG_LOCALE, )
 +  )
 +
 +print('svn ci '
 +  'release/scripts '
 +  'release/datafiles '
 +  '-m tagging blender release: %s, %d' %
 +  (TAG_BLENDER, REV_BLENDER)
 +  )
 +
 +
 +# switch back to trunk
 +print(svn sw https://svn.blender.org/svnroot/bf-blender/trunk/blender;)

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Re: [Bf-committers] Color Unpremultiply

2012-02-19 Thread Brecht Van Lommel
Hi,

I think we can agree that if you do scene linear = sRGB conversion on
the final composited image, with no alpha, that will give a correct
result. It's easy to verify that if you do compositing after
conversion to sRGB, it will give a different, and so a wrong result.

There is one exception, and that is when you will composite over a
black background. Then the associated alpha over formula becomes:
(R,G,B) + (1-A)*(0, 0, 0) = (R, G, B)

So, the (R,G,B) in the associated alpha image are already the same as
they will be in the final composited image, and doing the conversion
on either will give the same result. That's of course the exception.

Now, on the web, you are commonly doing this kind of wrong compositing
in sRGB space with PNG images, and it will usually not look too bad.
Look e.g. here. It's not possible to know what the intended colors
were here, but if you can see that composited over white/yellow the
colors look a bit crappy greyish in the semi-transparent areas.
http://www.w3.org/Graphics/PNG/inline-alpha-table

So for me this is more a question of what the best default is, if
having this enabled for premultiplied alpha images is considered
better then in principle I have no problem if this gets enabled by
default. However there is an extra issue which is that currently we
have no way to know if the image is premultiplied or not. For render
output maybe to some extent, but even then compositing can change the
kind of alpha that the render has.

Brecht.

On Sat, Feb 18, 2012 at 7:45 PM, Troy Sobotka troy.sobo...@gmail.com wrote:
 I always feel like a low rent chess player speaking with a grandmaster when
 I am speaking with Brecht, but I believe there is some inaccurate
 information here.

 So here goes...

 On Feb 17, 2012 12:42 PM, Brecht Van Lommel brechtvanlom...@pandora.be
 wrote:
 The problem is that it's not actually true that this is always the
 correct thing to do.
 [...]
 If you're compositing over a black background, leaving this option off
 will give the exact correct result.

 To the best of my knowledge, this statement is fundamentally incorrect.

 In all non-linear associated alpha (premultiplied) formats, the RGB values
 are in fact associating both emission / occlusion and a color component.

 The net sum of this is that _all_ linearizations on assocaited alpha RGB
 non-linear values are incorrect[1], irregardless of the background you
 intend to perform the over upon. Why? Because the RGB values themselves,
 directly out of the file, are exactly as explained above; a hybrid
 associated combination of occlusion / emission and RGB color.

 I will do my best to explain this in images if I can find some time today.

 As to how to determine default behavior, it is not easy because we are
 faced with both non-linear (EG: TIFF) and linear formats (EG: EXR) as well
 as the combination of associated versus unassociated alpha. The inherent
 nature of Blender's image loading code with correct flagging and
 granularity is the issue.

 With respect and hopefully not looking like a complete fool here,
 TJS

 [1] It should be considered more coincidence that 0.0 and 1.0 happen to be
 identical in pre-linearization and post-linearization, rather than any
 degree of overlapping logic.
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[Bf-committers] Blender developers meeting minutes, 19 February 2012

2012-02-19 Thread Ton Roosendaal
Hi all,

Here's the summary of today's meeting!

1) Blender 2.62 release

- Windows binary: there's a build issue, the new OpenAL lib makes 3D sound fail.
  Remedy: rebuild the release with original OpenAL. It will be updated on the 
download page with a short note then. Nathan, are you available?

- Nicholas Bishop fixed a ReMesh Modifier crash on OS X PPC (endian issue)
  http://projects.blender.org/tracker/?func=detailatid=498aid=30158group_id=9

- Further all seems to be fine; if there's more showstoppers coming we can do 
an 'a' release, for now we can continue to 2.63 though.


2) Blender 2.63 plans

- BMesh can go in! Brecht gave it a blessing too.
  (While I'm writing this, Campbell already prepares the merge. Hold tight!)

- Lukas Toenne: has new File Node ready for review!
  http://codereview.appspot.com/5666047/

- Reminder: Lukas' Node Group project is ready too, he proposes it for 2.63 
inclusion:
http://codereview.appspot.com/5593050/
http://www.youtube.com/watch?v=Jk_Kk5yOYvA

- Brecht and Campbell propose to make 2.63 a regular 2 month release cycle, 
they expect it will need this time for maturing and stabilizing. That means we 
can have a month for including other new features too!

- BCon proposal:

BCon1: 15 february
BCon2: 4 march (= release targets are frozen)
BCon3: 18 march (= all feature mergers were done)
BCon4: 1 april (only bug fixes from now)
BCon5: 8 april (ready for release)

- Other 2.62 targets can be added in next 2 weeks, could be masking or other 
mango stuff too.

- Brecht: work on Cycles during next months; mostly speedup, ramp shader and 
RGB curves nodes.

3_ Other projects

- Ton mentions he had a meeting with Jeroen Bakker, discussing new Compositor 
(2.64 target) and ideas for (green screen) keying editor in Blender.

Thanks,

-Ton-


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

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[Bf-committers] Do NOT commit until further notice

2012-02-19 Thread Thomas Dinges
Hi,
the B-Mesh merge to trunk is in progress, please do not commit to trunk 
until further notice!!

Thanks!
Regards,
Thomas

-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

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Re: [Bf-committers] Raspberry Pi render farm

2012-02-19 Thread Markus Kasten
I think, something like HP's Project Redstone with their EnergyCards would be 
way more efficient if you want energy efficient rendering on ARM chips. Here's 
an article about them: 
http://www.theregister.co.uk/2011/11/01/hp_redstone_calxeda_servers/; there is 
also a nice article on heise for germans. Probably quite expensive, if you want 
to build your own renderfarm and due to their limited memory (4GB?) not too 
perfect for rendering complex scenes.

Greetings,
Markus K.

Von meinem iPad gesendet

Am 19.02.2012 um 12:00 schrieb bf-committers-requ...@blender.org:

 I was wondering if this ARM computer that can run Debian could be used to 
 build a render farm. It only cost $35 with Ethernet, it only needs 5V and it 
 only uses around 2 watts as far as I understand.
 I just guess it would need a lot less power than the PC solution at the 
 Blender Institute right now. Getting several hundred would not be out of 
 range and I also guess the savings in power would make up for it... anyway 
 I'm not sure if this would be possible but I wanted to put this thought out 
 in the open: 
 http://www.raspberrypi.org/
 For example, maybe it would be a nice side project for Mango to build a open 
 source render farm based on Raspberry Pi... 
 Regards,
 Markus Schulz
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[Bf-committers] libredcode

2012-02-19 Thread Nate Wiebe
Forgive me if this is the wrong mailing-list.

I noticed that Camalot AV Facilties sponsored a Red Epic for the filming of
Mango. So my questions are:

Will libredcode be updated to support the newer firmware and .R3D codec?

or

Will a new library (perhaps Red's API) be integrated into blender?

or

Will another application be used to convert R3D files into say EXR's?

or

How will the RAW camera footage be used in blender? (Because it seems kind
of a waste if the raw data isn't used)

-NateW
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Re: [Bf-committers] Raspberry Pi render farm

2012-02-19 Thread Stephen Swaney
On Sat, Feb 18, 2012 at 11:27:47PM -0500, Markus Schulz wrote:
 I was wondering if this ARM computer that can run Debian could be used to 
 build a render farm. It only cost $35 with Ethernet, it only needs 5V and it 
 only uses around 2 watts as far as I understand.

I'm as excited as anybody about the Raspberry Pi, but...

The whole point of a renderfarm is to do work.  Doing work consumes energy.

Using energy consumption as a proxy for computing power, back of the
envelope calculation says a multi-core Intel processor consumes ~100
watts, so 1 multi-core cpu = 50 Raspberry Pi.

If you can fit 10 R-pi boards in the same case as regular cpu, you only
need 5 x as much space for your farm.

The cost (50 * $35 = $1750) is roughly the same as a 'regular' machine.

Bottom line: I don't see any advantage.

( if your sole concern is energy consumption, I recommend getting a
bunch of those hand-cranked laptops and a whole lot of orphans )

-- 
Stephen Swaney  
sswa...@centurytel.net

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Re: [Bf-committers] Do NOT commit until further notice

2012-02-19 Thread Campbell Barton
SVN's open again, feel free to search code for BMESH_TODO if you
have some spare time :)

On Mon, Feb 20, 2012 at 5:06 AM, Thomas Dinges blen...@dingto.org wrote:
 Hi,
 the B-Mesh merge to trunk is in progress, please do not commit to trunk
 until further notice!!

 Thanks!
 Regards,
 Thomas

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

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-- 
- Campbell
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Re: [Bf-committers] libredcode

2012-02-19 Thread f . paglia . 80
Very interesting question!
Looking forward to know more about choice on R3D files.

In fact they're quite compressed and easy to use compared to EXR converted from 
them!


--Original Message--
From: Nate Wiebe
Sender: bf-committers-boun...@blender.org
To: bf-committers@blender.org
ReplyTo: bf-blender developers
Subject: [Bf-committers] libredcode
Sent: 19 Feb 2012 19:37

Forgive me if this is the wrong mailing-list.

I noticed that Camalot AV Facilties sponsored a Red Epic for the filming of
Mango. So my questions are:

Will libredcode be updated to support the newer firmware and .R3D codec?

or

Will a new library (perhaps Red's API) be integrated into blender?

or

Will another application be used to convert R3D files into say EXR's?

or

How will the RAW camera footage be used in blender? (Because it seems kind
of a waste if the raw data isn't used)

-NateW
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E-Mail Sent via BlackBerry from BT Mobile
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Re: [Bf-committers] libredcode

2012-02-19 Thread Troy Sobotka
The SDK is obviously not even a remote option as of the suffocating
distribution licensing.

The rest falls under reverse engineering which, in addition to being
prohibited legally as per their camera EULAs, would also be subject to a
firmware change at the source that could potentially destroy all effort.

On Feb 19, 2012 11:51 AM, f.paglia...@gmail.com wrote:
 Very interesting question!
 Looking forward to know more about choice on R3D files.

 In fact they're quite compressed and easy to use compared to EXR
converted from them!

There are a plethora of good reasons that the vast bulk of visual effects
pipelines work off of EXR which are far too numerous to list here. R3Dcode
would fail on many fronts even if it were not encumbered by restrictive
licensing and lack of specification.

If I were to wager, the official software will be used to generate the
offline proxies and then again to pull the EXRs for online.

Just a hunch. ;)

With respect,
TJS
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Re: [Bf-committers] Do NOT commit until further notice

2012-02-19 Thread bjornm...@gmx.net
Am 19.02.2012 20:49, schrieb Campbell Barton:
 SVN's open again, feel free to search code for BMESH_TODO if you
 have some spare time :)

 On Mon, Feb 20, 2012 at 5:06 AM, Thomas Dingesblen...@dingto.org  wrote:
 Hi,
 the B-Mesh merge to trunk is in progress, please do not commit to trunk
 until further notice!!

 Thanks!
 Regards,
 Thomas

 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

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Is scons build system supposed to work ?
Well it does not for me .. neither WIN nor LUNIX
Grumpy ole bjornmose

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Re: [Bf-committers] Do NOT commit until further notice

2012-02-19 Thread Thomas Dinges
Yes, it is.
There is an error atm in stubs.c, disable the GameEngine and Player and 
it should build fine.

Am 20.02.2012 00:05, schrieb bjornm...@gmx.net:
 Is scons build system supposed to work ?
 Well it does not for me .. neither WIN nor LUNIX
 Grumpy ole bjornmose

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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44256] trunk/blender: BMesh Merge

2012-02-19 Thread Matt Ebb
Congratulations for this milestone! Especially Geoff - it's been what,
4? 5? years in the making? :)


On Sun, Feb 19, 2012 at 7:12 PM, Campbell Barton ideasma...@gmail.com wrote:

 this is the work of quite a few developers over the years.


 Key Contributors
 

 * Geoffrey Bantle (aka) Briggs, original author.
 * Joe Eager (aka) joeedh

 More recently
 * Howard Trickey
 * Ender79 aka Ender79 :)
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Re: [Bf-committers] Do NOT commit until further notice

2012-02-19 Thread bjornm...@gmx.net
That is not exactly my definition of working out of the box .. well
guess give it a try  with bf_withgameengine=0 bf_withplayer=0 or search 
the correct syntax for both
grumble

Am 20.02.2012 00:07, schrieb Thomas Dinges:
 Yes, it is.
 There is an error atm in stubs.c, disable the GameEngine and Player and
 it should build fine.

 Am 20.02.2012 00:05, schrieb bjornm...@gmx.net:
 Is scons build system supposed to work ?
 Well it does not for me .. neither WIN nor LUNIX
 Grumpy ole bjornmose

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Re: [Bf-committers] Do NOT commit until further notice

2012-02-19 Thread Campbell Barton
made some minor edits and the player builds for me - r44271.

On Mon, Feb 20, 2012 at 10:27 AM, bjornm...@gmx.net bjornm...@gmx.net wrote:
 That is not exactly my definition of working out of the box .. well
 guess give it a try  with bf_withgameengine=0 bf_withplayer=0 or search
 the correct syntax for both
 grumble

 Am 20.02.2012 00:07, schrieb Thomas Dinges:
 Yes, it is.
 There is an error atm in stubs.c, disable the GameEngine and Player and
 it should build fine.

 Am 20.02.2012 00:05, schrieb bjornm...@gmx.net:
 Is scons build system supposed to work ?
 Well it does not for me .. neither WIN nor LUNIX
 Grumpy ole bjornmose

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-- 
- Campbell
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Re: [Bf-committers] Color Unpremultiply

2012-02-19 Thread Matt Ebb
On Fri, Feb 17, 2012 at 8:04 PM, gespert...@gmail.com
gespert...@gmail.com wrote:
 First of all, the text in the tooltip is a little bit misleading. The
 operation performed isn't done to avoid a fringe on light backgrounds. It's
 done because colorspace conversions shouldn't be performed on premultiplied
 data.
 The resulting effect when doing it wrong is indeed a fringe, but what the
 operation does is to deliver a properly converted image, not avoiding a
 fringe.
 This may sound silly, but I think that using a more accurate tooltip would
 have an educational effect because people would know what it does or would
 investigate more rather than this is for reducing a fringe.
 A fringe can come from a wrong compositing earlier, and believing that
 color unpremultiply will fix it is wrong.

+1, correct

 Apart from that, I wonder if it's really necessary to have that option
 instead of just applying it whenever premultiplied alpha is selected and
 the output file is gamma-corrected.

Eh? I presume you're talking about the render option that does this at
the end of the pipeline before saving imagery out of the
renderer/compositor, and not the option per image that does this when
loading the image, right?

The Sky/Premul/Straight options are purely blender internal renderer
things, they don't have any bearing on what comes out of the
compositor. You can un-premultiply a transparent image in the
compositor and pipe it straight to the output if you like, and while
it will look bad in the viewer, it is a valid thing to do if you
really want to. In this case, you don't want another divide before
colour space conversion and need the option, no matter what
sky/premul/straight option is set for BI.

For situations where you're just rendering through BI straight to disk
with no compositor, and the system knows it's Premul, you may have a
point. But afaics that's not how this option works - it's a bit
misleading having this option in the shading panel, which is full of
BI related properties, since this is something that happens at the end
of blender's entire imaging pipeline. If you want to make things
clearer, perhaps the option should be on the compositor output node
itself, and when you're not using the compositor, rendering straight
out of BI, it could just do the right thing automatically since it has
all the information to make that decision itself. Much of a muchness
really, though...
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Re: [Bf-committers] Color Unpremultiply

2012-02-19 Thread gespert...@gmail.com
2012/2/19 Brecht Van Lommel brechtvanlom...@pandora.be

 Hi,

 I think we can agree that if you do scene linear = sRGB conversion on
 the final composited image, with no alpha, that will give a correct
 result.


Agreed.


 It's easy to verify that if you do compositing after
 conversion to sRGB, it will give a different, and so a wrong result.


Well, not necessarily.
It's true that alpha-over should be done in linear space, but applications
still allow to open non-linear RGBA files (both premultiplied and straight).
As you mentioned, web browsers do alpha blending in sRGB space, GIMP does
it too (questionable or not, it does it), and Photoshop lets you choose
gamma for alpha compositing.
Anyway, I agree that those images should be linearized back for a proper
alpha blending if it was the point.
Question is how to deal with associated alpha in that stage.


 There is one exception, and that is when you will composite over a
 black background. Then the associated alpha over formula becomes:
 (R,G,B) + (1-A)*(0, 0, 0) = (R, G, B)

 So, the (R,G,B) in the associated alpha image are already the same as
 they will be in the final composited image, and doing the conversion
 on either will give the same result. That's of course the exception.


Please correct me if I missed something and I didn't get you point, but I
think this is wrong.
In an associated image, RGB in linear space has a correlation with alpha,
which is also in linear space.
so a red pixel with 50% transparency would be in rgba: 0.5,0.0,0.0,0.5
(which is, as you mentioned, the same that compositing that pixel on black).
Dividing that by alpha will give a solid red pixel.

If you convert that linear RGB to sRGB and alpha remains untouched (it has
to), that correlation is broken. You can't get a clean red pixel dividing
the alpha, it will still be contaminated.
That's what Blender has been doing with premultiplied images saved in
non-linear formats until color unpremul was implemented.
The problem wasn't visible in Blender's compositor because when you opened
back those images, they were linearized without pre-dividing alpha, so the
problem was cancelled.

But other applications (at least the ones I tried) seem to expect that
correlation with alpha in sRGB.



 So for me this is more a question of what the best default is, if
 having this enabled for premultiplied alpha images is considered
 better then in principle I have no problem if this gets enabled by
 default. However there is an extra issue which is that currently we
 have no way to know if the image is premultiplied or not. For render
 output maybe to some extent, but even then compositing can change the
 kind of alpha that the render has.


Hmm. This is definitely a good point.
Making color unpremultiply default for premultiplied renders would be
problematic if the user already divided alpha because s/he wants to save an
unassociated image (a proper PNG for instance).
However, I still wonder if that checkbox doesn't belong to the compositing
node instead of the shading panel.
Placing it in the shading panel implies that the user already planned if
the output will be associated or unassociated.
Placing that checkbox in the composite node and enabling it as default when
premultiplied rendering is selected would make sense and would be more
discoverable during compositing and therefor harder to miss.
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Re: [Bf-committers] Color Unpremultiply

2012-02-19 Thread Matt Ebb
On Sun, Feb 19, 2012 at 4:15 PM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:

 So for me this is more a question of what the best default is, if
 having this enabled for premultiplied alpha images is considered
 better then in principle I have no problem if this gets enabled by
 default. However there is an extra issue which is that currently we
 have no way to know if the image is premultiplied or not. For render
 output maybe to some extent, but even then compositing can change the
 kind of alpha that the render has.

Well, the image viewer kind of 'implies' that output images should be
premultiplied (otherwise they'll look bad), but this is probably also
the fault of there being no option to choose how to interpret imagery
that you're viewing, to correct accordingly.

Even so, it would make sense to me that the output option would be
aligned with whatever the viewer does (by default at least), so that
if the viewer assumes premultiplied images by default (which in turn
encourages artists to premultiply their imagery so it looks correct in
the viewer) then it may be a good assumption that the output is
premultiplied too, and divide accordingly. This is just talking
defaults though - the option is still required.

Matt
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Re: [Bf-committers] Color Unpremultiply

2012-02-19 Thread Troy Sobotka
Matt Ebb wrote:
 Eh? I presume you're talking about the render option that does this at
 the end of the pipeline before saving imagery out of the
 renderer/compositor, and not the option per image that does this when
 loading the image, right?

My bad. It was the only place I could find that made as much sense
from a global perspective.

It _really_ belongs in the output panel. I suppose I should patch this. Erf.

 For situations where you're just rendering through BI straight to disk
 with no compositor, and the system knows it's Premul, you may have a
 point. But afaics that's not how this option works - it's a bit
 misleading having this option in the shading panel, which is full of
 BI related properties, since this is something that happens at the end
 of blender's entire imaging pipeline. If you want to make things
 clearer, perhaps the option should be on the compositor output node
 itself, and when you're not using the compositor, rendering straight
 out of BI, it could just do the right thing automatically since it has
 all the information to make that decision itself. Much of a muchness
 really, though...

Gespertino wrote:
 However, I still wonder if that checkbox doesn't belong to the compositing
node instead of the shading panel.

Yes. Yes. Yes. Completely agree. It's my fault!

I did _try_ to get the blasted thing on the output node, but the UI
goes fuzzy on some of those special nodes, of which the output is one.

If anyone wants to step up and demo how to put interface elements on
it, I'd love it.

Matt Ebb wrote:
 Well, the image viewer kind of 'implies' that output images should be
 premultiplied (otherwise they'll look bad), but this is probably also
 the fault of there being no option to choose how to interpret imagery
 that you're viewing, to correct accordingly.

I really would love to see the patch[1] for toggling associated versus
unassociated view committed to trunk on this note. I think it is poor
form to provide a default view that doesn't accurately depict the
internal alpha state, but alas...

With respect,
TJS

[1] 
http://projects.blender.org/tracker/?func=detailatid=127aid=28782group_id=9
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Re: [Bf-committers] Color Unpremultiply

2012-02-19 Thread gespert...@gmail.com
2012/2/19 Matt Ebb m...@mke3.net

  Apart from that, I wonder if it's really necessary to have that option
  instead of just applying it whenever premultiplied alpha is selected and
  the output file is gamma-corrected.

 Eh? I presume you're talking about the render option that does this at
 the end of the pipeline before saving imagery out of the
 renderer/compositor, and not the option per image that does this when
 loading the image, right?


I was talking about the render option, yes. I can't see that option in the
other end :)
I see I was wrong when I suggested that the option should be removed. It
has to be there, but as I mentioned in my previous message, I think it
would make more sense if that option is in the composite node and not in
the rendering panel.
Maybe I came to that (wrong) idea because I associated inconsciously the
rendering setting with the output from seeing that option there. :-p



 The Sky/Premul/Straight options are purely blender internal renderer
 things, they don't have any bearing on what comes out of the
 compositor. You can un-premultiply a transparent image in the
 compositor and pipe it straight to the output if you like, and while
 it will look bad in the viewer, it is a valid thing to do if you
 really want to. In this case, you don't want another divide before
 colour space conversion and need the option, no matter what
 sky/premul/straight option is set for BI.


Yes, I know. I do divide premultiplied composites when I need to save
proper PNGs out from blender composites, so I can see what you mean.
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Re: [Bf-committers] Color Unpremultiply

2012-02-19 Thread Matt Ebb
On Mon, Feb 20, 2012 at 2:07 AM, Troy Sobotka troy.sobo...@gmail.com wrote:

 Yes. Yes. Yes. Completely agree. It's my fault!

 I did _try_ to get the blasted thing on the output node, but the UI
 goes fuzzy on some of those special nodes, of which the output is one.

There, there :) The Colour Management option doesn't really belong
there either, but it's there since half of what was involved in that
work was linearising inputs to BI, and it was added before Blender
really started to open up to the prospect of seamlessly using external
renderers through the render API, and well before it shipped with two
renderers by default.

In the future, if people will be working on further implementations of
this sort of thing (using a CMS for example), it would be good to keep
in mind the question of how to present an accurate impression of how
all this fits together in blender. At the least, a first step would be
clearly separating the options concerning how colour/imagery is
imported into any particular renderer (which should be handled in the
properties owned by that renderer itself) vs what's going on in the
rest of the pipeline surrounding that (eg. comp and file output).
Right now, the distinction between BI render and comp settings is
still a bit murky (eg. the sky/premul/straight option), and it needs a
bit of a push into a renderer-agnostic future.

cheers

Matt
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