Re: [Bf-committers] [Soc-2012-dev] loss of data after fbx-import and reopening of saved file

2012-09-07 Thread Benjamin Dahl - p...@bennyd.de

Ok, I can confirm that the issue seems to be about this „Object usage
counter“.
Going to the Datablocks-View in the outliner the user-counter for every
mesh is 0 but is 1 for the parent objects/empties. (see screenshots:)

I can't set this counter to 1 manually but use the “fake user” button.
When I use this for specific meshes or objects it saves exactly those
meshes. But it would be a bit tedious to do this for every mesh.

So I found a little workaround for the moment to set every counter to 1
with one action.

1. import fbx-file
2. Deselect active Selection of imported objects
3. Select everything (A)
4. Use one of the Transform Tools of the Object Tools and perform any
translation.
5. Undo the Translation (Ctrl U)

The Object counter is increased to 1 for the meshes and I can save the
file or start editing it.

cheers

Benny




 Christian Monfort monfort.c at gmail.com :
 It makes me think of Object usage counter (don't remember the exact
 name, but it's field us in struct ID) not being incremented.
 
 Each time an object is used in Blender, its counter is incremented
 (and decremented when it's dereferenced).
 
 For example, if you assigne material1 to a mesh, then material1
 counter is incremented, then if you replace material1 with material2
 in same mesh, material2 counter will be incremented while material1
 counter will be decremented...
 
 Each object with a counter reaching zero IS NOT SAVED when you save
 the .blend file, but it's still there in running Blender. If you
 reload the file you just saved, then all those objects are gone
 because they were not saved.. and that's why there is fake user
 buttons, to manually set this counter to 1 and be sure object will be
 saved.
 
 
 2012/9/4 Alexander Gessler alexander.gessler at gmx.net:
 Hi Benjamin, bf-committers, soc-2012-dev

 sorry for the late response, I was off and busy for some days.

 I can confirm the issue - this is something really serious. In my tests
 it didn't even work when I re-opened Blender for the first-time.

 Does anybody have an idea of what my assimp importing code might be
 doing wrong when the following sequence:

 * import file into an empty blender scene - ok, geometry is there
 * save .blend - ok, file is saved
 * open the same blend

 yields lots of Object name lost data messages in the console?

 there's also a message on  search for unknown op
 'CONSOLE_OT_copy_as_script' but it does not seem to be related since it
 also appears if I save and load the default scene.

 I'm really puzzled and I don't know enough of Blender to have an idea of
 what might be going wrong here. Any ideas?

 Bye, Alex


 On 8/31/2012 10:44 PM, Benjamin Dahl - post at bennyd.de wrote:
 Strange. I tried to test a workflow like the following and blender
 imported the fbx perfectly and saved the file with all data which I can
 reopen now. But! It only worked in the first run. When I try it now
 exactly the same way again blender loses all the data when reopening the
 file.

 The workflow:
 Exported a C4D file from archicad, opened that file in Cinema4D,
 exported from there to fbx and imported that file into blender. Import
 works nice.
 1st run: could save the file and reopen
 2nd+x run: loss of all data when reopening.

 Relevant files here:
 https://dl.dropbox.com/u/1944337/Betatest/TestArchicadC4DBlender.zip

 cheers
 Benny

 BTW: assimp does not load the ifc file, I exported from archicad. I get
 errors. Another ifc-plugin from http://ifcopenshell.org/ifcblender.html
 will import the file but hierarchy is missing so it's useless. Would be
 nice if assimp would load the ifc as well as preserve hierarchy and
 translate materials.


 Am 31.08.12 15:41 schrieb Benjamin Dahl - post at bennyd.de:
 Hello Alex,

 I'm very happy to announce that I was able to build blender gsoc 2012
 bratwurst with fbx-import on mac today. I had to switch my build
 environment to clang as the used compiler.

 I than began to test the fbx-importer immediately.
 First: The import of my test-fbx-file worked as expected allthough I'm
 still missing the feature of changing orientation to y-up, in order to
 get files from cinema 4d into blender right. The materials from cinema
 4d haven't been translated right as well, but that's not so much
 important at the moment.

 After trying to save and reopen the file, I experienced, that all
 Objects, which were previously importet, were lost.

 I importet everything again to a new file and played around with import
 options and moved the imported objects around and then tried to save
 again, but the objects were gone, when I reopend the file again.

 I then played around some more and suddenly I could save one file, which
 I was able to reopen with all objects. Strangely I haven't been able to
 reproduce that in any case. Everytime when I import stuff from fbx-files
 (I tried several) and save the file with blender, it loses all data
 after reopening.

 Some weeks ago you send me a blend-file which you created from my 

Re: [Bf-committers] [Soc-2012-dev] loss of data after fbx-import and reopening of saved file

2012-09-07 Thread Benjamin Dahl - p...@bennyd.de
Sorry Undo is Ctrl Z and here are the screenshots:

https://dl.dropbox.com/u/1944337/Betatest/Bildschirmfoto%202012-09-07%20um%2010.00.44.png

https://dl.dropbox.com/u/1944337/Betatest/Bildschirmfoto%202012-09-07%20um%2010.00.27.png


Am 07.09.12 10:35 schrieb Benjamin Dahl - p...@bennyd.de:
 
 Ok, I can confirm that the issue seems to be about this „Object usage
 counter“.
 Going to the Datablocks-View in the outliner the user-counter for every
 mesh is 0 but is 1 for the parent objects/empties. (see screenshots:)
 
 I can't set this counter to 1 manually but use the “fake user” button.
 When I use this for specific meshes or objects it saves exactly those
 meshes. But it would be a bit tedious to do this for every mesh.
 
 So I found a little workaround for the moment to set every counter to 1
 with one action.
 
 1. import fbx-file
 2. Deselect active Selection of imported objects
 3. Select everything (A)
 4. Use one of the Transform Tools of the Object Tools and perform any
 translation.
 5. Undo the Translation (Ctrl U)
 
 The Object counter is increased to 1 for the meshes and I can save the
 file or start editing it.
 
 cheers
 
 Benny
 
 
 
 
 Christian Monfort monfort.c at gmail.com :
 It makes me think of Object usage counter (don't remember the exact
 name, but it's field us in struct ID) not being incremented.

 Each time an object is used in Blender, its counter is incremented
 (and decremented when it's dereferenced).

 For example, if you assigne material1 to a mesh, then material1
 counter is incremented, then if you replace material1 with material2
 in same mesh, material2 counter will be incremented while material1
 counter will be decremented...

 Each object with a counter reaching zero IS NOT SAVED when you save
 the .blend file, but it's still there in running Blender. If you
 reload the file you just saved, then all those objects are gone
 because they were not saved.. and that's why there is fake user
 buttons, to manually set this counter to 1 and be sure object will be
 saved.


 2012/9/4 Alexander Gessler alexander.gessler at gmx.net:
 Hi Benjamin, bf-committers, soc-2012-dev

 sorry for the late response, I was off and busy for some days.

 I can confirm the issue - this is something really serious. In my tests
 it didn't even work when I re-opened Blender for the first-time.

 Does anybody have an idea of what my assimp importing code might be
 doing wrong when the following sequence:

 * import file into an empty blender scene - ok, geometry is there
 * save .blend - ok, file is saved
 * open the same blend

 yields lots of Object name lost data messages in the console?

 there's also a message on  search for unknown op
 'CONSOLE_OT_copy_as_script' but it does not seem to be related since it
 also appears if I save and load the default scene.

 I'm really puzzled and I don't know enough of Blender to have an idea of
 what might be going wrong here. Any ideas?

 Bye, Alex


 On 8/31/2012 10:44 PM, Benjamin Dahl - post at bennyd.de wrote:
 Strange. I tried to test a workflow like the following and blender
 imported the fbx perfectly and saved the file with all data which I can
 reopen now. But! It only worked in the first run. When I try it now
 exactly the same way again blender loses all the data when reopening the
 file.

 The workflow:
 Exported a C4D file from archicad, opened that file in Cinema4D,
 exported from there to fbx and imported that file into blender. Import
 works nice.
 1st run: could save the file and reopen
 2nd+x run: loss of all data when reopening.

 Relevant files here:
 https://dl.dropbox.com/u/1944337/Betatest/TestArchicadC4DBlender.zip

 cheers
 Benny

 BTW: assimp does not load the ifc file, I exported from archicad. I get
 errors. Another ifc-plugin from http://ifcopenshell.org/ifcblender.html
 will import the file but hierarchy is missing so it's useless. Would be
 nice if assimp would load the ifc as well as preserve hierarchy and
 translate materials.


 Am 31.08.12 15:41 schrieb Benjamin Dahl - post at bennyd.de:
 Hello Alex,

 I'm very happy to announce that I was able to build blender gsoc 2012
 bratwurst with fbx-import on mac today. I had to switch my build
 environment to clang as the used compiler.

 I than began to test the fbx-importer immediately.
 First: The import of my test-fbx-file worked as expected allthough I'm
 still missing the feature of changing orientation to y-up, in order to
 get files from cinema 4d into blender right. The materials from cinema
 4d haven't been translated right as well, but that's not so much
 important at the moment.

 After trying to save and reopen the file, I experienced, that all
 Objects, which were previously importet, were lost.

 I importet everything again to a new file and played around with import
 options and moved the imported objects around and then tried to save
 again, but the objects were gone, when I reopend the file again.

 I then played around some more and suddenly I could save 

Re: [Bf-committers] CUDA not compiling after tomato branch merge

2012-09-07 Thread Tobias Oelgarte
Same error for me on Ubuntu 12.04 64bit (sm_21) with svn up.

Tobias Oelgarte

Am 07.09.2012 06:59, schrieb Daniel Salazar - 3Developer.com:
 Dammit!

 Daniel Salazar
 patazstudio.com


 On Thu, Sep 6, 2012 at 10:54 PM, PabloVazquez.org venom...@gmail.com wrote:
 Yep, I'm a mad svnup-per but still happens to me. Even after make
 clean, re-configuring cmake, and all that.

 /me disables compiling CUDA binaries for now

 On Fri, Sep 7, 2012 at 1:24 AM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Still? This got fixed for me since this morning, maybe svn up!

 cheers

 Daniel Salazar
 patazstudio.com


 On Thu, Sep 6, 2012 at 9:58 PM, PabloVazquez.org venom...@gmail.com wrote:
 Same here.

 Log: http://www.pasteall.org/35011

 System: Ubuntu 12.04 64bit, NVIDIA GeForce GTX 460M (driver 295.40)

 Thanks!
 --
 Pablo Vazquez
 CG Artist - Blender Foundation Certified Trainer
 Twitter: http://twitter.com/venomgfx
 E-Mail: cont...@pablovazquez.org
 Website: http://www.pablovazquez.org


 On Fri, Sep 7, 2012 at 12:34 AM, James Wrigley jwrigle...@gmail.com 
 wrote:
 Hi everyone,
 After the tomato branch merge CUDA isn't compiling for me. I've pasted
 the build errors here: http://www.pasteall.org/35010/text. If I
 disable CUDA then everything works as normal.

 I'm compiling using cmake on Fedora 17 64bit, and my GPU is a GeForce 
 8400M GS.
 Any help is appreciated :)

 Thanks, JamesNZ
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Re: [Bf-committers] CUDA not compiling after tomato branch merge

2012-09-07 Thread Lukas Tönne
There seem to be 2 separate problems, one of them caused by GCC 4.7,
the other being own Blender bug. r50469 should hopefully fix at least
the second issue with CUDA compiling. It's a bit difficult to test
this for all potential compiler+backend combinations, so please write
here if you still encounter problems other than the

identifier __atomic_fetch_add is undefined

On Fri, Sep 7, 2012 at 10:55 AM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
 Same error for me on Ubuntu 12.04 64bit (sm_21) with svn up.

 Tobias Oelgarte

 Am 07.09.2012 06:59, schrieb Daniel Salazar - 3Developer.com:
 Dammit!

 Daniel Salazar
 patazstudio.com


 On Thu, Sep 6, 2012 at 10:54 PM, PabloVazquez.org venom...@gmail.com wrote:
 Yep, I'm a mad svnup-per but still happens to me. Even after make
 clean, re-configuring cmake, and all that.

 /me disables compiling CUDA binaries for now

 On Fri, Sep 7, 2012 at 1:24 AM, Daniel Salazar - 3Developer.com
 zan...@gmail.com wrote:
 Still? This got fixed for me since this morning, maybe svn up!

 cheers

 Daniel Salazar
 patazstudio.com


 On Thu, Sep 6, 2012 at 9:58 PM, PabloVazquez.org venom...@gmail.com 
 wrote:
 Same here.

 Log: http://www.pasteall.org/35011

 System: Ubuntu 12.04 64bit, NVIDIA GeForce GTX 460M (driver 295.40)

 Thanks!
 --
 Pablo Vazquez
 CG Artist - Blender Foundation Certified Trainer
 Twitter: http://twitter.com/venomgfx
 E-Mail: cont...@pablovazquez.org
 Website: http://www.pablovazquez.org


 On Fri, Sep 7, 2012 at 12:34 AM, James Wrigley jwrigle...@gmail.com 
 wrote:
 Hi everyone,
 After the tomato branch merge CUDA isn't compiling for me. I've pasted
 the build errors here: http://www.pasteall.org/35010/text. If I
 disable CUDA then everything works as normal.

 I'm compiling using cmake on Fedora 17 64bit, and my GPU is a GeForce 
 8400M GS.
 Any help is appreciated :)

 Thanks, JamesNZ
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[Bf-committers] Minimal hardware spec: SSE2

2012-09-07 Thread Ton Roosendaal
Hi all,

It seems to get become complicated to make a non-SSE build for blender, 
especially because OpenEXR now defaults for it. (We are receiving bug reports 
about it). Several newer components in Blender benefit from having SSE2 (like 
Cycles).

BTW: SSE2 was introduced in 2003 by Intel (Pentium 4 ) and in 2004 by AMD 
(Athlon 64). Every system you bought in past 6-7 years should support this.

Proposal is to drop official support for systems older than Pentium4 now. Even 
when it might still be possible to get it compiled or running - I'm talking 
about *official* support - in releases and for reports in our tracker.

Is that acceptable? Next sunday meeting we can formalize this as a decision.

Thanks,

-Ton-


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

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Re: [Bf-committers] Minimal hardware spec: SSE2

2012-09-07 Thread Knapp
On Fri, Sep 7, 2012 at 2:18 PM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 It seems to get become complicated to make a non-SSE build for blender, 
 especially because OpenEXR now defaults for it. (We are receiving bug reports 
 about it). Several newer components in Blender benefit from having SSE2 (like 
 Cycles).

 BTW: SSE2 was introduced in 2003 by Intel (Pentium 4 ) and in 2004 by AMD 
 (Athlon 64). Every system you bought in past 6-7 years should support this.

 Proposal is to drop official support for systems older than Pentium4 now. 
 Even when it might still be possible to get it compiled or running - I'm 
 talking about *official* support - in releases and for reports in our tracker.

 Is that acceptable? Next sunday meeting we can formalize this as a decision.

 Thanks,

 -Ton-

IMOHO and just as a user; I run an old system and even it can do SSE2.
If we really need to run Blender on a system that is older then that
then perhaps they should just download an older version of the
software. Even on my system Blender has become so advanced that I am
feeling the need for a new system to run Blender. This is super true
when we are talking about cycles because my graphics card is to old
and I must use the CPU and that really sucks. So anyway I say go for
it. Even on my old system it would be good if this means a bit more
speed. (I really don't know anything about sse2 VS sse1, I just think
it must be faster.)


-- 
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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[Bf-committers] cycle's kernels takes up to 2.5gb

2012-09-07 Thread Yousef Hurfoush

hi 

recently compiling cycle's kernels takes up to 2.5gb for each single thread, 
instead of 1.5gb, and with windows 7 x64 and a 4gb ram it makes things 
exhasting to hardware.

is there a solution to reduce this amount, or i this a bug?
i use CUDA 4.2, and build with scons.


Regards
Yousef Harfoush
ba...@msn.com

  
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Re: [Bf-committers] cycle's kernels takes up to 2.5gb

2012-09-07 Thread Thomas Dinges
Hi,
set: WITH_BF_CYCLES_CUDA_THREADED_COMPILE = False
This way Cycles builds only one CUDA kernel at a time, independent of 
the BF_NUMJOBS.

Am 08.09.2012 03:52, schrieb Yousef Hurfoush:
 hi

 recently compiling cycle's kernels takes up to 2.5gb for each single thread, 
 instead of 1.5gb, and with windows 7 x64 and a 4gb ram it makes things 
 exhasting to hardware.

 is there a solution to reduce this amount, or i this a bug?
 i use CUDA 4.2, and build with scons.


 Regards
 Yousef Harfoush
 ba...@msn.com

   
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-- 
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Blender Developer, Artist and Musician

www.dingto.org

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[Bf-committers] CUDA not compiling after tomato branch merge

2012-09-07 Thread James Wrigley
Latest svn up fixed the compile errors, but CUDA still isn't actually
compiling :( When I run make -j4 it compiles smoothly but when it gets
to the CUDA kernel it seems to just stop after about a minute.

Top says that the biggest process at that time is called 'be' and that
it is taking up about 25% of the CPU and 88% of RAM??? I left it for
about 30 mins and when I checked top again, it said that the process
'be' was using about 3% of the CPU and 88% of RAM. Usually the whole
process takes about 10 mins. I think tomorrow I'll try deleting the
build folder and compile Blender all over again. Thanks for the patch
guys :)

Thanks, JamesNZ
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Re: [Bf-committers] cycle's kernels takes up to 2.5gb

2012-09-07 Thread Yousef Hurfoush

well Thomas , i did mention it was for a single thread! so i'm already doing 
that.
before it toke about 1.5gb, and now it reaches up to 2.5bg a single thread.


Regards
Yousef Harfoush
ba...@msn.com



 Date: Sat, 8 Sep 2012 06:56:45 +0200
 From: blen...@dingto.org
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] cycle's kernels takes up to 2.5gb
 
 Hi,
 set: WITH_BF_CYCLES_CUDA_THREADED_COMPILE = False
 This way Cycles builds only one CUDA kernel at a time, independent of 
 the BF_NUMJOBS.
 
 Am 08.09.2012 03:52, schrieb Yousef Hurfoush:
  hi
 
  recently compiling cycle's kernels takes up to 2.5gb for each single 
  thread, instead of 1.5gb, and with windows 7 x64 and a 4gb ram it makes 
  things exhasting to hardware.
 
  is there a solution to reduce this amount, or i this a bug?
  i use CUDA 4.2, and build with scons.
 
 
  Regards
  Yousef Harfoush
  ba...@msn.com
 
  
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 -- 
 Thomas Dinges
 Blender Developer, Artist and Musician
 
 www.dingto.org
 
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