Re: [Bf-committers] [Soc-2012-dev] loss of data after fbx-import and reopening of saved file
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
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
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 ___ 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 ___ 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] CUDA not compiling after tomato branch merge
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 ___ 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 ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Minimal hardware spec: SSE2
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Minimal hardware spec: SSE2
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/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] cycle's kernels takes up to 2.5gb
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] CUDA not compiling after tomato branch merge
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] cycle's kernels takes up to 2.5gb
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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