[Bf-committers] Patch for review: new, realistic SPH solver

2012-05-18 Thread Alex Fraser
Hi all,

I have updated the patch for a new SPH solver:

http://projects.blender.org/tracker/?func=detail&atid=127&aid=29681&group_id=9

This time, I have attached a video and an image series for comparison with 
results from physical experiments (it compares fairly well). Also, the source 
code and GUI have been tidied up. Could somebody please review it? :)

Cheers,
Alex

-- 
Alex Fraser
Software Engineer
VPAC Ltd.
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Re: [Bf-committers] Multi Layer EXR issues

2012-05-18 Thread Lukas Tönne
I'm sorry this turned out so chaotic (small changes causing a wave of
other problems over the release period).

Had some discussion on IRC on how to handle multilayer passes in the
image node. In general the render layer/render pass separation from
Blender's render output is meaningless in image files (it just
translates to a "render_layer.render_pass" naming scheme), so it would
be preferable to have image layer names flattened instead of trying to
force generic image layers into the Blender naming scheme. However, as
your example demonstrates, showing all the existing image layers at
once is not a viable option ...

Other programs solves this by allowing a selection of each individual
image layer (as opposed to the render layer groups in Blender), which
is a more general solution than what the image node does. But until we
have a good UI for this kind of thing (e.g. right-click menu +
scrolling on nodes) it's probably best to revert to the previous
behavior (done in r46542).

About the messed up image passes: In my tests after the r46542 commit
it seems to work correctly (generating EXR file with several passes in
2.62 and loading as image node trunk). Could you please test this with
your own files and if it still doesn't work maybe provide an example?

On Thu, May 17, 2012 at 12:37 PM, Bartek Skorupa
 wrote:
> Sorry, in r46714 - no RenderLayers show up. All passes from all render
> layers grouped together.
> This is how my "Input Image" node looks like:
>
> http://www.pasteall.org/pic/31959
>
> Bartek Skorupa
>
> www.bartekskorupa.com
>
>
>
> On 2012-05-17, at 12:27, Bartek Skorupa wrote:
>
>> Issue:
>>
>> In official Blender 2.63a:
>> Opened MultiLayerEXR created in blender 2.62 and passes are
>> completely messed up.
>> Color pass from one render layer shows AO from another render layer.
>> AO pass outputs Normal Pass from different layer etc.
>>
>> I tried to re-render Multilayer file (blend created in 2.62) and it
>> gave me different results, but messed up as well.
>> Tried the same in build of today: r46714. Same results.
>>
>>
>> Bartek Skorupa
>>
>> www.bartekskorupa.com
>>
>>
>>
>> ___
>> Bf-committers mailing list
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>> http://lists.blender.org/mailman/listinfo/bf-committers
>
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Re: [Bf-committers] Problem with Python path when using bundle and external Python lilb.

2012-05-18 Thread Campbell Barton
committed fix for site packages, PYTHONPATH not working in windows is
because we intentionally overwrite it - because of a mysterious crash
with debug/win32.

If someone is able to figure why it crashes or confirm the crash is no
more - Im happy to remove the PYTHONPATH overwriting.

On Thu, May 17, 2012 at 10:53 PM, Benoit Bolsee  wrote:
> I filed 2 bug reports related to python path  (#31506
>  up_id=9&atid=498> , #31507
>  up_id=9&atid=498> ). The first bug seems to be Win32 specific, the
> second is for all platforms.
> In short, PYTHONPATH is ignored when using the bundled python and site
> is not automatically imported when using system python.
>
> This creates a problem when working with the hive system (my GSoC
> project this year), which currently installs itself as a site package of
> a registered python installation. Since Blender does not register its
> bundled python to the system, the hive installer does not find it and
> the only way is to install an external python 3.2 first, but then the
> above bugs prevent to use it in Blender without some tricks in the
> scripts.
>
> Besides the bug reports, I'm raising the question: shouldn't Blender
> register its bundled python to the system? After all, it is a full blown
> Python 3.2 installation and it would give a chance to external
> installers to use it.
>
> /benoit
>
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- Campbell
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Re: [Bf-committers] Multi Layer EXR issues

2012-05-18 Thread François T .
maybe its a good time to introduce a shuffle kind of node, which would let
you select any pass in a multi-layer and/or channels ? that would replace a
long list of passes in the reader node and also help on some small
operation with channels.

cheers,

F.

2012/5/18 Lukas Tönne 

> I'm sorry this turned out so chaotic (small changes causing a wave of
> other problems over the release period).
>
> Had some discussion on IRC on how to handle multilayer passes in the
> image node. In general the render layer/render pass separation from
> Blender's render output is meaningless in image files (it just
> translates to a "render_layer.render_pass" naming scheme), so it would
> be preferable to have image layer names flattened instead of trying to
> force generic image layers into the Blender naming scheme. However, as
> your example demonstrates, showing all the existing image layers at
> once is not a viable option ...
>
> Other programs solves this by allowing a selection of each individual
> image layer (as opposed to the render layer groups in Blender), which
> is a more general solution than what the image node does. But until we
> have a good UI for this kind of thing (e.g. right-click menu +
> scrolling on nodes) it's probably best to revert to the previous
> behavior (done in r46542).
>
> About the messed up image passes: In my tests after the r46542 commit
> it seems to work correctly (generating EXR file with several passes in
> 2.62 and loading as image node trunk). Could you please test this with
> your own files and if it still doesn't work maybe provide an example?
>
> On Thu, May 17, 2012 at 12:37 PM, Bartek Skorupa
>  wrote:
> > Sorry, in r46714 - no RenderLayers show up. All passes from all render
> > layers grouped together.
> > This is how my "Input Image" node looks like:
> >
> > http://www.pasteall.org/pic/31959
> >
> > Bartek Skorupa
> >
> > www.bartekskorupa.com
> >
> >
> >
> > On 2012-05-17, at 12:27, Bartek Skorupa wrote:
> >
> >> Issue:
> >>
> >> In official Blender 2.63a:
> >> Opened MultiLayerEXR created in blender 2.62 and passes are
> >> completely messed up.
> >> Color pass from one render layer shows AO from another render layer.
> >> AO pass outputs Normal Pass from different layer etc.
> >>
> >> I tried to re-render Multilayer file (blend created in 2.62) and it
> >> gave me different results, but messed up as well.
> >> Tried the same in build of today: r46714. Same results.
> >>
> >>
> >> Bartek Skorupa
> >>
> >> www.bartekskorupa.com
> >>
> >>
> >>
> >> ___
> >> Bf-committers mailing list
> >> Bf-committers@blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >
> > ___
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>



-- 

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www.francois-tarlier.com
www.linkedin.com/in/francoistarlier
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Re: [Bf-committers] Multi Layer EXR issues

2012-05-18 Thread Ton Roosendaal
Hi,

> Had some discussion on IRC on how to handle multilayer passes in the
> image node. In general the render layer/render pass separation from
> Blender's render output is meaningless in image files (it just
> translates to a "render_layer.render_pass" naming scheme)

If you setup your scenes to render in passes and layers, the names you give to 
this are meaningful and should be allowed to use. I don't understand why such a 
feature gets dropped?

-Ton-


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

On 18 May, 2012, at 11:42, Lukas Tönne wrote:

> I'm sorry this turned out so chaotic (small changes causing a wave of
> other problems over the release period).
> 
> Had some discussion on IRC on how to handle multilayer passes in the
> image node. In general the render layer/render pass separation from
> Blender's render output is meaningless in image files (it just
> translates to a "render_layer.render_pass" naming scheme), so it would
> be preferable to have image layer names flattened instead of trying to
> force generic image layers into the Blender naming scheme. However, as
> your example demonstrates, showing all the existing image layers at
> once is not a viable option ...
> 
> Other programs solves this by allowing a selection of each individual
> image layer (as opposed to the render layer groups in Blender), which
> is a more general solution than what the image node does. But until we
> have a good UI for this kind of thing (e.g. right-click menu +
> scrolling on nodes) it's probably best to revert to the previous
> behavior (done in r46542).
> 
> About the messed up image passes: In my tests after the r46542 commit
> it seems to work correctly (generating EXR file with several passes in
> 2.62 and loading as image node trunk). Could you please test this with
> your own files and if it still doesn't work maybe provide an example?
> 
> On Thu, May 17, 2012 at 12:37 PM, Bartek Skorupa
>  wrote:
>> Sorry, in r46714 - no RenderLayers show up. All passes from all render
>> layers grouped together.
>> This is how my "Input Image" node looks like:
>> 
>> http://www.pasteall.org/pic/31959
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> 
>> 
>> On 2012-05-17, at 12:27, Bartek Skorupa wrote:
>> 
>>> Issue:
>>> 
>>> In official Blender 2.63a:
>>> Opened MultiLayerEXR created in blender 2.62 and passes are
>>> completely messed up.
>>> Color pass from one render layer shows AO from another render layer.
>>> AO pass outputs Normal Pass from different layer etc.
>>> 
>>> I tried to re-render Multilayer file (blend created in 2.62) and it
>>> gave me different results, but messed up as well.
>>> Tried the same in build of today: r46714. Same results.
>>> 
>>> 
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
>>> 
>>> 
>>> ___
>>> Bf-committers mailing list
>>> Bf-committers@blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] Multi Layer EXR issues

2012-05-18 Thread Lukas Tönne
> If you setup your scenes to render in passes and layers, the names you give 
> to this are meaningful and should be allowed to use. I don't understand why 
> such a feature gets dropped?

Yes, if the renderer generates multilayer files directly it can
organize them in layers and passes. But when writing files from the
compositor using the file output node, or when importing general files
from somewhere else there is usually no such notion of "render
layers". That's why trying to sort the content of every multilayer
file into a set of render layers doesn't work.
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Re: [Bf-committers] Multi Layer EXR issues

2012-05-18 Thread f . paglia . 80
What if you just use the multi output node lukas added recently, you could keep 
consistently the difference between renderlayers (each node) and the passes 
(each layer of the node)  does it make sense to you?

Every output node is a layer
Every input of an output node is a pass


   
E-Mail Sent via BlackBerry from BT Mobile

-Original Message-
From: Lukas Tönne 
Sender: bf-committers-boun...@blender.org
Date: Fri, 18 May 2012 15:26:27 
To: bf-blender developers
Reply-To: bf-blender developers 
Subject: Re: [Bf-committers] Multi Layer EXR issues

> If you setup your scenes to render in passes and layers, the names you give 
> to this are meaningful and should be allowed to use. I don't understand why 
> such a feature gets dropped?

Yes, if the renderer generates multilayer files directly it can
organize them in layers and passes. But when writing files from the
compositor using the file output node, or when importing general files
from somewhere else there is usually no such notion of "render
layers". That's why trying to sort the content of every multilayer
file into a set of render layers doesn't work.
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Re: [Bf-committers] Concept bug with Shrinkwrap(projection)+armatures

2012-05-18 Thread Juan Pablo Bouza

Hi Vicente!

First of all I'm a blender user, not a blender coder :)

I see your problem, and it seems a very difficult one...  For simple 
deformations the axis choice would work, but what if the face of the monkey was 
also deformed by other bones or shapekeys? In that case not even a change in 
the axis object would work, and it would require a kind of per face axis 
selection..

But well, I've used shrink wrap for very complex situations, like flat eyes 
moving over the face of a cartoon character and also a complex human muscle 
systems. What I can tell you is that using projection mode is not such a good 
idea, it has many many problems with rigged meshes.

The best technique I've found is using the "nearest surface point" mode, and 
then subividing the target surface mesh with a subsurf modifier. That way, the 
projected object will move smoothly over the the faces of the other mesh. This 
technique is 100% effective.

I hope this helps!
  
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Re: [Bf-committers] Multi Layer EXR issues

2012-05-18 Thread Lukas Tönne
> What if you just use the multi output node lukas added recently, you could 
> keep consistently the difference between renderlayers (each node) and the 
> passes (each layer of the node)  does it make sense to you?
>
> Every output node is a layer
> Every input of an output node is a pass

You can simply "fake" render layers by adding a section to the name,
like "somelayer.passname" -> gets interpreted as render layer =
"somelayer", all passes with "somelayer." prefix get sorted into that
category in the image node. We might add a general prefix for per-node
render layers, but i won't start changing anything again unless there
really is consensus by core devs and users, this stuff is just too
prone to breaking in some way.
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Re: [Bf-committers] Multi Layer EXR issues

2012-05-18 Thread Ton Roosendaal
Hi,

OK; then we keep working what we have, and solve the new stuff separately.
I had the impression a regression was suggested!

-Ton-


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

On 18 May, 2012, at 15:26, Lukas Tönne wrote:

>> If you setup your scenes to render in passes and layers, the names you give 
>> to this are meaningful and should be allowed to use. I don't understand why 
>> such a feature gets dropped?
> 
> Yes, if the renderer generates multilayer files directly it can
> organize them in layers and passes. But when writing files from the
> compositor using the file output node, or when importing general files
> from somewhere else there is usually no such notion of "render
> layers". That's why trying to sort the content of every multilayer
> file into a set of render layers doesn't work.
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[Bf-committers] Two Cucumber branch patches on code review

2012-05-18 Thread Daniel Stokes
I have uploaded two patches from the GSoC 2011 Cucumber branch to code
review.

User settable collision masks/groups:
http://codereview.appspot.com/6216047/

Support for compressed DDS textures:
http://codereview.appspot.com/6188090/

These are both Game Engine related patches. Any review is greatly
appreciated.

Thank you,
Daniel Stokes
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Re: [Bf-committers] [PATCH] Viewport BackFace Culling

2012-05-18 Thread Simon Kirk
Just a heads up that I've updated the patch for this to address
comments.
The culling setting is now on the display panel and saved with the
scene.

thanks for the feedback.. any comments welcome.

-Si



-Original Message-
From: bf-committers-boun...@blender.org
[mailto:bf-committers-boun...@blender.org] On Behalf Of Simon Kirk
Sent: 16 May 2012 10:09
To: bf-committers@blender.org
Subject: [Bf-committers] [PATCH] Viewport BackFace Culling

Hi ,

Just letting people know I've submitted my first patch in the patch
tracker to implement GLSL back face culling for the viewport.

Any remarks or questions welcome. :)

 

thanks

-Si

 

http://projects.blender.org/tracker/index.php?func=detail&aid=31467&grou
p_id=9&atid=127

 

 

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Re: [Bf-committers] Icon svg file coming

2012-05-18 Thread Knapp
Sorry this took so long to get to. I thought I would have more free
time on my vacation but it is not looking good.
I looked at your page and I really like the icons you have used
because they are known and make sense.
Tilt needs something new that is clear and rake, might need a handle
but other than that I like what is there. I am taking a look into tilt
now.

On Tue, May 15, 2012 at 3:55 PM, Jason Wilkins
 wrote:
> I'm a little worried to talk about it, since I think the stroke
> settings currently have misleading names, and so I'd get bad icons,
> but here goes.

Keep me posted on new names!! Send a copy to my private to make sure
you don't get lost in the noise.

> Keep in mind I'm listing everything that comes to mind.  Not
> everything may really need its own icon.  I also also am talking about
> things you cannot find in trunk, for details you can go here:
> http://wiki.blender.org/index.php/User:Jwilkins
>
> The basic stroke type settings: 'airbrush', 'dots', 'drag dot',
> 'space', and 'anchor'.  Additionally, new basic stoke types such as
> straight line.

Anchor is obvious, just use a picture of a boat anchor, right? Let me
know if you can't find a good one that is premade.

> We already have icons for 'snapping' and 'tablet pressure'.
>
> We will eventually need an icon for enabling 'tablet pen tilt'.

I went looking for inspiration and found these. Thoughts?
First one is from QT and I thing should have an open licence on it. Do
you need svg?
http://qt-project.org/doc/qt-4.8/images/qtabletevent-tilt.png
wiki and should also be open. I am no licence expert so please inform
me. I can always make you own new version of what you like.
http://upload.wikimedia.org/wikipedia/commons/8/88/Gyroscope_drawing.jpg
This one is fun but likely not to be to well received. :-) I like the
middle one.
http://erikdalton.com/images/gaga/Fig.1A-1B-1C.png

> I've been using 'comb' for 'rake'.  I'm not sure the obvious and
> literal icon of a yard rake is appropriate, but it may be.

Looks good to me. Might need a handle.

> We could use the 'smooth curve' icon for 'smooth stroke', but I think
> its a bad match.  Besides a generic 'smooth input' icon there could be
> 'smooth position', 'smooth pressure', 'smooth tilt', 'smooth rake'

Yes, but we are building a language of icons and keeping the same one
throughout blender to mean smooth but in different contexts is good, I
think.

> Same goes with the 'random curve' icon for 'jitter input'.  There
> could be a generic 'jitter input' icon or there could be 'jitter
> position', 'jitter pressure', 'jitter tilt', and 'jitter rake'

Again, I got it in a glance and like the reuse.

> There will eventually be three (four) cursor modes, 'off', 'circle',
> 'on-surface', and ('debug').  There is probably a generic 'no' or
> 'off' icon already.

I am clueless. Here. Perhaps I need to play with these modes. I am
open for ideas.

> There will be a new 'input sample averaging' setting that is lower
> level than the other settings and uses a different method than 'smooth
> stroke' that is less dramatic.

Perhaps just a shorter smooth icon?

> 'one-way stroke' allows you to apply strokes in a single direction
> without constantly lifting the mouse button or pen.

Simple arrow or maybe 3?

> Another thing I experimented with are using MyPaint's Brushlib.  In
> that case 'MyPaint' is kind of a brand name.

To sure what you mean by that but I do like mypaint the program! (I
bet we could do a better paint program with blender!)

> Finally, I experimented with a way of 'simulate pressure', however an
> icon probably needs to be more generic, something like 'brush
> dynamics' or 'brush physics'

Completely off topic but what a cool site! I found it while looking
for tilt art.
http://www.isthisthefuture.co.uk/category/artist-profile/

A pen or brush on top of this but without the word?
http://coyle-physics-per-7.hs.tenafly.k12.nj.us/modules/groups/homepagefiles/group_webpage/1610201-2986871-128.jpg

> If you look at my user page you will see that I scavenged around
> blender to find icons like the youngest of ten children.
>


-- 
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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