Re: [Bf-committers] HDR rendering using 8bpc
8-bit HDR is (shock horror!) low quality stuff which leads to a lot of colour banding. The performance boost is good for games, but not worth it for rendering. :) On 10/03/2012 10:57, Tom M wrote: You might find this interesting, Brian Karis links to my LogLUV post while pointing out that there’s another kid in town: RGBM color encoding. In fact, we are using a version of RGBM (different from Brian’s), not LogLUV, to represent HDR in God of War III. A third version of RGBM is described by Malte Clasen in HDR values in 8 bit RGBA pixels. (see the links in the actual post) http://realtimecollisiondetection.net/blog/?p=93#more-93 Lots of worthwhile reading... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Starting blender up maximised
Now that Blender can store window state, what do people think of making startup.blend default to maximised? The startup file defines the position and state of the main window even if you load another blend file, so if it stays maximum-size-but-not-maximised I'm concerned that very few people will notice the fix. Case in point: I was in IRC yesterday and somebody was saying that their main window size changed to half of the screen once and they had been stuck with it that way ever since. It seems that updating your user prefs to change the default window position isn't very intuitive. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] HDR rendering using 8bpc
On Sun, Mar 11, 2012 at 2:07 AM, Tom Edwards cont...@steamreview.org wrote: 8-bit HDR is (shock horror!) low quality stuff which leads to a lot of colour banding. The performance boost is good for games, but not worth it for rendering. :) Actually if you read the articles there wasn't any color banding observed even in the most extreme test they tried. LetterRip ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] build blender with mingw
Looked a bit into this today: http://mingw-w64.svn.sourceforge.net/viewvc/mingw-w64/trunk/mingw-w64-doc/howto-build/mingw-w64-howto-build.txt?revision=4234 Looks like setting this up is not trivial even for experienced builders. I am not sure if it's worth setting up. I mean, I am crazy enough to try it but not crazy enough to support this...I will email the MinGW64 team a few questions, mainly: 1) Do they plan to support official binaries? 2) Are the tools considered stable enough to use in a big project such as blender? 3) Are there caveats when setting up the tools (for instance read: http://www.gaia-gis.it/spatialite-3.0.0-BETA/mingw64_how_to.html) and see what they will respond. I will keep the thread updated if it's OK flood-mail-wise. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender developers meeting minutes, 11 March 2012
Hi all, Here's the summary of today's meeting. 1) Blender 2.63 progress - Full report of Campbell's work last week (on BMesh): http://wiki.blender.org/index.php/User:Ideasman42/WhatImWorkingOn#Week_81_.28March_5.29 - In short: he fixed tools like Edge rotate, Rip, Edge-split. Made export to OBJ and FBX working. - Bmesh API update: http://www.blender.org/documentation/blender_python_api_2_62_1/bmesh.html - Mesh bevel still needs work. The singular bevel case works (1 new face on edges) but for a smooth bevel (higher subdivision, rounded bevel) we need good code still. *Help wanted!* - Nicholas Bishop: added improvements for sculpt drawing: http://nicholasbishop.net/wordpress/?p=54 - Lukas Toenne: Groups node patch is still pending review, custom nodes are half way there. Lukas is making himself familiar with the OpenCL tiling code for more complex composite nodes. - We're still on track for a release, in 3-4 weeks time. 2) Other projects - Mike Erwin has been working on tablet code (the pen/tablet input device, not iPad :). It could be ready for this release, making things work a better in general and fixing ~14 bugs in the tracker. - Brecht will be meeting with the Mango team tomorrow, going over production-readiness targets. Or in other words: the shortest path to make something like last week's workshop possible in cycles. - Review reminder: Bastien Montagne worked on new/better definition for Hinge bone: http://wiki.blender.org/index.php/User:Mont29/Dev/Pose_Bone_RotScale_Parenting 3) GSoC - The application has been done, this friday we know if we're in! - Starting 26 march students can apply, so let's make sure the wiki page is correct: http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2012/Ideas That's it. Thanks! -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] HDR rendering using 8bpc
Well okay, perhaps lots was an overstatement. But there is nevertheless noticeable banding, particularly if you use the image in a skybox like I did. Have a look at the colour distribution chart here: http://iwasbeingirony.blogspot.com/2010/06/difference-between-rgbm-and-rgbd.html. On 11/03/2012 2:57, Tom M wrote: On Sun, Mar 11, 2012 at 2:07 AM, Tom Edwardscont...@steamreview.org wrote: 8-bit HDR is (shock horror!) low quality stuff which leads to a lot of colour banding. The performance boost is good for games, but not worth it for rendering. :) Actually if you read the articles there wasn't any color banding observed even in the most extreme test they tried. LetterRip ___ 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] HDR rendering using 8bpc
Here's exactly what I'm talking about: http://img15.imageshack.us/img15/745/rgbm.png Left side 16-bit float, right side 8-bit RGBM. As you can see RGBM is okay in bright and dark areas, but really suffers in between. (No idea why the RGBM image is darker BTW, not seen that before.) On 11/03/2012 6:24, Tom Edwards wrote: Well okay, perhaps lots was an overstatement. But there is nevertheless noticeable banding, particularly if you use the image in a skybox like I did. Have a look at the colour distribution chart here: http://iwasbeingirony.blogspot.com/2010/06/difference-between-rgbm-and-rgbd.html. On 11/03/2012 2:57, Tom M wrote: On Sun, Mar 11, 2012 at 2:07 AM, Tom Edwardscont...@steamreview.org wrote: 8-bit HDR is (shock horror!) low quality stuff which leads to a lot of colour banding. The performance boost is good for games, but not worth it for rendering. :) Actually if you read the articles there wasn't any color banding observed even in the most extreme test they tried. LetterRip ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] build blender with mingw
I've started a discussion here: http://sourceforge.net/mailarchive/forum.php?thread_name=CAESZquuDtq5wu3VYkYiMB4KFk_7hoWHiQtY2yXkodkaPAgBRyQ%40mail.gmail.comforum_name=mingw-w64-public ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] build blender with mingw
I managed to compile Blender yesterday on MinGW-w64 with a few essential dependencies, but got an instant access violation in main(). Suspect that it's a pthread issue, but I'm not sure. GDB didn't provide much useful information. On Mar 11, 2012 8:27 AM, Campbell Barton ideasma...@gmail.com wrote: On Sun, Mar 11, 2012 at 7:21 AM, Antony Riakiotakis kal...@gmail.com wrote: Yes it's possible with official MinGW, not MinGW64. Make sure you use a 32 bit python 2.6 for scons as MinGW creates 32bit binaries. MinGW64 support is not yet included. It would require recompilation of almost every library blender is linked against which can be a daunting task to do. Its reasonable IMHO not to support all dependencies initially, could start out with mingw64 builds only having basics - libjpeg, libpng - and add more along the way. The build-systems can disable all unsupported deps automatic to prevent obscure errors, until the deps are added. ___ 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] build blender with mingw
hi i found this site, it seems to generate daily builds for x86 and x64, also it is used by alot of OSS projects. http://mingw-w64.sourceforge.net/ Regards Yousef Harfoush ba...@msn.com Date: Sun, 11 Mar 2012 19:04:54 +0200 From: kal...@gmail.com To: bf-committers@blender.org Subject: Re: [Bf-committers] build blender with mingw Looked a bit into this today: http://mingw-w64.svn.sourceforge.net/viewvc/mingw-w64/trunk/mingw-w64-doc/howto-build/mingw-w64-howto-build.txt?revision=4234 Looks like setting this up is not trivial even for experienced builders. I am not sure if it's worth setting up. I mean, I am crazy enough to try it but not crazy enough to support this...I will email the MinGW64 team a few questions, mainly: 1) Do they plan to support official binaries? 2) Are the tools considered stable enough to use in a big project such as blender? 3) Are there caveats when setting up the tools (for instance read: http://www.gaia-gis.it/spatialite-3.0.0-BETA/mingw64_how_to.html) and see what they will respond. I will keep the thread updated if it's OK flood-mail-wise. ___ 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