Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Ton Roosendaal
Hi,

Nobody of the active team suggested to stick to Nvidia. Blender should remain 
cross platform, as wide as possible.

I have the impression the crits here interpret my proposal far too negative. I 
tried to define it a positive step forward (for our future), and to come with a 
clear definition of what we should do minimal. A minimum spec doesn't mean we 
could still support more.

For any hardware or OS falling outside the minimal spec anyone can step in.
Just offer to maintain the platform's build system and make the releases.

Optionally some patches could be applied for it, or some newer modules/options 
won't get compiled in for the very ancient systems.

-Ton-


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

On 31 Jan, 2013, at 6:13, Tyler Mercer wrote:

 Saw someone mentioned requiring Nvidia video cards and thought I'd put in
 my two cents. PLEASE DON'T DO THAT! There are dozens of recent laptops out
 there that only have Intel GMA GPUs. I have an Asus laptop with a Core i3
 processor (quad-core, I think), and it currently runs Blender just fine.
 
 - Tyler Mercer
 On Jan 29, 2013 6:35 AM, Ton Roosendaal t...@blender.org wrote:
 
 Hi all,
 
 I propose to update the minimal spec for hardware on the Blender site.
 This was getting very ancient now.
 
 Old:
  1 GHZ Single Core CPU
  512 MB RAM
  1024 x 768 px Display with 16 bit color
  3 Button Mouse
  OpenGL Graphics Card with 64 MB RAM
 
 New:
  32 bits, Dual Core CPU with at least 2 GHZ.
  2 GB RAM
  24 bits 1280x800 display
  Mouse or trackpad
  OpenGL Graphics Card with 512 MB RAM
 
 I really like it when Blender runs well on any OS and older computers.
 There's practical limits we need to cope with though:
 
 - Support for old systems is impossible without any developer using it.
 - There's demand for good support of modern hardware specs.
 
 As rule-of-thumb we could define our minimal support level as Decent
 quality new hardware and OS you would purchase 5 years ago for 1000 dollar.
 
 If we can keep that work, systems with less specs might work, or not...
 but that would be in the unsupported category - unless a volunteer steps in
 to maintain it well.
 
 It also means that we could drop Windows XP this year, Vista was released
 5 years ago.
 
 For OSX we failed keep 10.5 work (october 2007). Also for PPC that's not
 possible anymore afaik. OSX 10.6 is quite recent (june 2009), but the
 current minimum we can support. If an OSX 10.5 user/developer steps in,
 feel welcome!
 
 -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 Blender specs - 5 year old systems OS

2013-01-31 Thread Damir Prebeg
By reading some great proposals I conclude that Blender should have a minim
requirement:

1. Quad Core
2. OpenGL 4.3 (pref mid to high nvdia quadro)
3. 8-16 GB memory
4

And beside that maybe Blender should go in direction of Gnome 3, Unity and
Win8, and start hiding options from users. Who needs options, they are just
confusing people...

Come on guys, I understand that Blender can't support hardware and o.s.
indefinitely, but to say that we should drop support for WinXP while the
most users are still on it is IMHO wrong (and I'm Linux user)

Correct me if I'm wrong but I don't see any significant progress in
internal renderer so I suspect it would be abandoned soon. Then should we
drop support for CPU rendering since Cycles works the best on gpu of nvidia
cards?

In the end, I think Ton's proposal for minimum requirement is O.K., but to
drop Win XP that still works better then newer Redmond viruses is wrong.
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[Bf-committers] Cycles: Exposing local axes through object info node?

2013-01-31 Thread Tobias Oelgarte
I'm currently working on a eye shader that utilizes parallax mapping 
[1], but to do it right (better) i would need to have access to local 
axes of the object, so that i can transform vectors between local space 
and world space. I can retain them from the normal and tangents (radial 
x,y,z), but it are a lot of computations and the precession is not 
really sufficient. I could add drivers as well, but that introduces 
needless requirements.

So I'm asking if we could expose the axes of the local coordinate system 
in world space. We already have the origin of the shaded object in the 
object info node. Having three additional not normalized vectors 
(x-axis, y-axis, z-axis) would be nice.

http://www.blendpolis.de/viewtopic.php?f=14t=42940#p465811

Greetings from
Tobias Oelgarte
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Re: [Bf-committers] Cycles: Exposing local axes through object info node?

2013-01-31 Thread Tobias Oelgarte
That is a nice outline, but i also have to assume that implementing it 
would take a lot of time. But till then the user has no true way to do 
anything in that direction, even if he implements the functionality 
using vectors instead of matrices.

Having the three vectors is an easy way to transform between Cartesian 
coordinate systems. Multiplying global vectors with the axes gives the 
local vectors, multiplying local vectors with the transposed axes gives 
global coordinates and so on. Something very simple i can't do at the 
moment, because deriving the axes itself is very expensive, limited and 
not very precise with the currently available data.


Am 31.01.2013 11:42, schrieb Lukas Tönne:
 When implementing the particle info node i was considering to expose
 the particle rotation info as well. But cycles currently does not have
 any appropriate data type for quaternions or full transforms
 (matrices). IMO we should improve support for 3D vector math in shader
 nodes. While it may not be that important in most shader setups it is
 definitely needed for future particle nodes ;) So i'd like to have a
 consistent design throughout.

 Using x-y-z axes could work and is perhaps the most intuitive. But if
 you want to do more complex vector math you'd still have to fiddle
 around with individual components and sine/cosine math nodes or be
 limited to the vector Mapping node (constant transform).

 Adding a quaternion socket data type (in addition to value, color,
 vector) would be the most efficient in terms of calculations afaik and
 would fit nicely in the SVM stack (4 floats), but it does not include
 scale which would need to be a separate object info output. It could
 be named rotation socket too, hiding the somewhat complex quaternion
 math, but it's still a bit abstract.

 Looking at the OSL language spec i noticed they have a matrix data
 type (4x4 homogeneous transform), which does not have an equivalent in
 Cycles yet (i.e. not usable in script node too). That would be the
 most generic way of handling rotation and scale and make it possible
 to add nodes for advanced vector math, e.g.:
 * transform vector x (input 1 matrix + 1 vector, output 1 transformed vector)
 * combine transform (input 2 matrices, output 1 matrix)
 * get loc/rot/scale from transform (input 1 transform, output loc
 vector, scale vector, rot depends on mode: euler or axis-angle)
 * create rotation from eulers, axis+angle, 2 vectors (rotation from
 vector a to b)

 If the math get too complex it may be preferable to use a script node,
 but with the help of group nodes i think a transform socket type could
 come in handy at times.

 On Thu, Jan 31, 2013 at 11:02 AM, Tobias Oelgarte
 tobias.oelga...@googlemail.com wrote:
 I'm currently working on a eye shader that utilizes parallax mapping
 [1], but to do it right (better) i would need to have access to local
 axes of the object, so that i can transform vectors between local space
 and world space. I can retain them from the normal and tangents (radial
 x,y,z), but it are a lot of computations and the precession is not
 really sufficient. I could add drivers as well, but that introduces
 needless requirements.

 So I'm asking if we could expose the axes of the local coordinate system
 in world space. We already have the origin of the shaded object in the
 object info node. Having three additional not normalized vectors
 (x-axis, y-axis, z-axis) would be nice.

 http://www.blendpolis.de/viewtopic.php?f=14t=42940#p465811

 Greetings from
 Tobias Oelgarte
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[Bf-committers] Freestyle branch: Freestyle settings are unexpectedly deleted

2013-01-31 Thread IRIE Shinsuke
Tamito-san,

When I add a new scene with Link Objects option, the new scene is
successfully created, but the original scene loses most of all
freestyle settings (linesets, linestyles, etc.).

r54178

-- 
IRIE Shinsuke
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Re: [Bf-committers] Cycles: Exposing local axes through object info node?

2013-01-31 Thread Brecht Van Lommel
I think a Transform node which can transform a vector/point between
two spaces (object, world, camera) is probably easiest to use for
nodes and not too low level. If you want the individual axes you can
extract them by doing a transform with (1, 0, 0), (0, 1, 0), (0, 0,
1). Such a node is on the todo list, it's not very difficult to
implement.

It's already possible to get the object axes with the normal map node
this way, but they will be normalized.

Brecht.

On Thu, Jan 31, 2013 at 12:17 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
 That is a nice outline, but i also have to assume that implementing it
 would take a lot of time. But till then the user has no true way to do
 anything in that direction, even if he implements the functionality
 using vectors instead of matrices.

 Having the three vectors is an easy way to transform between Cartesian
 coordinate systems. Multiplying global vectors with the axes gives the
 local vectors, multiplying local vectors with the transposed axes gives
 global coordinates and so on. Something very simple i can't do at the
 moment, because deriving the axes itself is very expensive, limited and
 not very precise with the currently available data.
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Re: [Bf-committers] Cycles: Exposing local axes through object info node?

2013-01-31 Thread Tobias Oelgarte
Thank you for the hint with the normal map node. I had overseen that it 
already delivers normals in object space. Together with the right colors 
(x: 1.0, 0.5, 0.5 y: 0.5, 1.0, 0.5, z: 0.5, 0.5, 1.0) it outputs the 
local normalized axes. Since i can ignore scaling for the most part, it 
should be already sufficient for my current task.

Am 31.01.2013 13:33, schrieb Brecht Van Lommel:
 I think a Transform node which can transform a vector/point between
 two spaces (object, world, camera) is probably easiest to use for
 nodes and not too low level. If you want the individual axes you can
 extract them by doing a transform with (1, 0, 0), (0, 1, 0), (0, 0,
 1). Such a node is on the todo list, it's not very difficult to
 implement.

 It's already possible to get the object axes with the normal map node
 this way, but they will be normalized.

 Brecht.

 On Thu, Jan 31, 2013 at 12:17 PM, Tobias Oelgarte
 tobias.oelga...@googlemail.com wrote:
 That is a nice outline, but i also have to assume that implementing it
 would take a lot of time. But till then the user has no true way to do
 anything in that direction, even if he implements the functionality
 using vectors instead of matrices.

 Having the three vectors is an easy way to transform between Cartesian
 coordinate systems. Multiplying global vectors with the axes gives the
 local vectors, multiplying local vectors with the transposed axes gives
 global coordinates and so on. Something very simple i can't do at the
 moment, because deriving the axes itself is very expensive, limited and
 not very precise with the currently available data.
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Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Jed Frechette
FWIW, I see 3D content creation as a fundamentally high-end endeavor.  
Being able to start learning Blender on low-end systems is great. However,  
I want Blender to be taken seriously as a professional tool, not just  
something you play with until you are able to afford real hardware and  
software.

If development is being held back by attempting to support old hardware  
and OS versions and no one is willing to step up and support those bits  
then their use should be depreciated.I would much rather see the limited  
developer hours available put towards moving Blender forward rather than  
attempting to maintain compatibility with an ever increasing list of  
legacy hardware and OS versions.

-- 
Jed Frechette
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Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Morten Mikkelsen
I just wanted to say that I too agree that we should assume some higher
level opengl.
I think it would be rather helpful in fact if we didn't rely on traditional
fixed function rendering period
but instead keep it simple such that we're always using custom shading. It
keeps it simpler,
easier to maintain, and encourages people more to dive into special kinds
of shader dev which I know
for instance we'd like to have for sculpt mode. For instance our options
when it comes to
viewing a sculpt in FLAT vs. SMOOTH shading are significantly different
with pixel shaders than without.
We are currently passing the mesh (which is typically many millions of
triangles) to the GPU as unindexed
to support FLAT in the fixed function rendering pipeline. That's just one
example but generally speaking
I think it would make maintenance and better support easier for that end of
the code if we abandoned
the fixed function rendering pipeline and went fully custom shader as has
been the trend for years now.
I think OpenGL 3.2 makes sense but not a deal-breaker :)






On Thu, Jan 31, 2013 at 8:25 AM, Jed Frechette jedfreche...@gmail.comwrote:

 FWIW, I see 3D content creation as a fundamentally high-end endeavor.
 Being able to start learning Blender on low-end systems is great. However,
 I want Blender to be taken seriously as a professional tool, not just
 something you play with until you are able to afford real hardware and
 software.

 If development is being held back by attempting to support old hardware
 and OS versions and no one is willing to step up and support those bits
 then their use should be depreciated.I would much rather see the limited
 developer hours available put towards moving Blender forward rather than
 attempting to maintain compatibility with an ever increasing list of
 legacy hardware and OS versions.

 --
 Jed Frechette
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Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Sinan Hassani
By the way, Mesa drives, which are hardware accelerated open source 
drivers for Linux only go up to OpenGL 3.0 at the moment.

So OpenGL 3.0 should be minimum, not OpenGL 3.2.

You can support an all shader pipeline with OpenGL 2.x anyway. Mesa 
hardware accelerated drivers should always serve as the minimum OpenGL 
specs, because they are the only option for some Linux users if you 
don't have NVIDIA or AMD cards.

My system uses Intel® HD Graphics 4000 which are getting better and 
better with performance and for these type of cards you have to use Mesa 
drivers to use your graphics card (integrated in this case) on Linux.

Sinan

On 13-01-31 11:59 AM, Morten Mikkelsen wrote:
 I just wanted to say that I too agree that we should assume some higher
 level opengl.
 I think it would be rather helpful in fact if we didn't rely on traditional
 fixed function rendering period
 but instead keep it simple such that we're always using custom shading. It
 keeps it simpler,
 easier to maintain, and encourages people more to dive into special kinds
 of shader dev which I know
 for instance we'd like to have for sculpt mode. For instance our options
 when it comes to
 viewing a sculpt in FLAT vs. SMOOTH shading are significantly different
 with pixel shaders than without.
 We are currently passing the mesh (which is typically many millions of
 triangles) to the GPU as unindexed
 to support FLAT in the fixed function rendering pipeline. That's just one
 example but generally speaking
 I think it would make maintenance and better support easier for that end of
 the code if we abandoned
 the fixed function rendering pipeline and went fully custom shader as has
 been the trend for years now.
 I think OpenGL 3.2 makes sense but not a deal-breaker :)






 On Thu, Jan 31, 2013 at 8:25 AM, Jed Frechette jedfreche...@gmail.comwrote:

 FWIW, I see 3D content creation as a fundamentally high-end endeavor.
 Being able to start learning Blender on low-end systems is great. However,
 I want Blender to be taken seriously as a professional tool, not just
 something you play with until you are able to afford real hardware and
 software.

 If development is being held back by attempting to support old hardware
 and OS versions and no one is willing to step up and support those bits
 then their use should be depreciated.I would much rather see the limited
 developer hours available put towards moving Blender forward rather than
 attempting to maintain compatibility with an ever increasing list of
 legacy hardware and OS versions.

 --
 Jed Frechette
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Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Sinan Hassani
By the way, Mesa drives, which are hardware accelerated open source 
drivers for Linux only go up to OpenGL 3.0 at the moment.

So OpenGL 3.0 should be minimum, not OpenGL 3.2.

You can support an all shader pipeline with OpenGL 2.x anyway. Mesa 
hardware accelerated drivers should always serve as the minimum OpenGL 
specs, because they are the only option for some Linux users if you 
don't have NVIDIA or AMD cards.

My system uses Intel® HD Graphics 4000 which are getting better and 
better with performance and for these type of cards you have to use Mesa 
drivers to use your graphics card (integrated in this case) on Linux.

Sinan

On 13-01-31 11:59 AM, Morten Mikkelsen wrote:
 I just wanted to say that I too agree that we should assume some higher
 level opengl.
 I think it would be rather helpful in fact if we didn't rely on traditional
 fixed function rendering period
 but instead keep it simple such that we're always using custom shading. It
 keeps it simpler,
 easier to maintain, and encourages people more to dive into special kinds
 of shader dev which I know
 for instance we'd like to have for sculpt mode. For instance our options
 when it comes to
 viewing a sculpt in FLAT vs. SMOOTH shading are significantly different
 with pixel shaders than without.
 We are currently passing the mesh (which is typically many millions of
 triangles) to the GPU as unindexed
 to support FLAT in the fixed function rendering pipeline. That's just one
 example but generally speaking
 I think it would make maintenance and better support easier for that end of
 the code if we abandoned
 the fixed function rendering pipeline and went fully custom shader as has
 been the trend for years now.
 I think OpenGL 3.2 makes sense but not a deal-breaker :)






 On Thu, Jan 31, 2013 at 8:25 AM, Jed Frechette jedfreche...@gmail.comwrote:

 FWIW, I see 3D content creation as a fundamentally high-end endeavor.
 Being able to start learning Blender on low-end systems is great. However,
 I want Blender to be taken seriously as a professional tool, not just
 something you play with until you are able to afford real hardware and
 software.

 If development is being held back by attempting to support old hardware
 and OS versions and no one is willing to step up and support those bits
 then their use should be depreciated.I would much rather see the limited
 developer hours available put towards moving Blender forward rather than
 attempting to maintain compatibility with an ever increasing list of
 legacy hardware and OS versions.

 --
 Jed Frechette
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Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Alexandr Kuznetsov
As Wilkins and I said, we are not using OpenGL 3.0+ pipeline right now. 
We are not even close to it as it would require complete 
re-implementation. Although we got basic thing working in ES, there is a 
lot thing to be done before it will become usable. When it does 
(hopefully next year), we will still have OpenGL 1.x backend as result 
of gpu layer development.
It is to early to require 3.0 driver/card. On the other hand, we should 
not support integrated/old cards (remembering Windows Intel driver woes).

Alex

On 1/31/2013 12:14 PM, Sinan Hassani wrote:
 By the way, Mesa drives, which are hardware accelerated open source
 drivers for Linux only go up to OpenGL 3.0 at the moment.

 So OpenGL 3.0 should be minimum, not OpenGL 3.2.

 You can support an all shader pipeline with OpenGL 2.x anyway. Mesa
 hardware accelerated drivers should always serve as the minimum OpenGL
 specs, because they are the only option for some Linux users if you
 don't have NVIDIA or AMD cards.

 My system uses Intel® HD Graphics 4000 which are getting better and
 better with performance and for these type of cards you have to use Mesa
 drivers to use your graphics card (integrated in this case) on Linux.

 Sinan

 On 13-01-31 11:59 AM, Morten Mikkelsen wrote:
 I just wanted to say that I too agree that we should assume some higher
 level opengl.
 I think it would be rather helpful in fact if we didn't rely on traditional
 fixed function rendering period
 but instead keep it simple such that we're always using custom shading. It
 keeps it simpler,
 easier to maintain, and encourages people more to dive into special kinds
 of shader dev which I know
 for instance we'd like to have for sculpt mode. For instance our options
 when it comes to
 viewing a sculpt in FLAT vs. SMOOTH shading are significantly different
 with pixel shaders than without.
 We are currently passing the mesh (which is typically many millions of
 triangles) to the GPU as unindexed
 to support FLAT in the fixed function rendering pipeline. That's just one
 example but generally speaking
 I think it would make maintenance and better support easier for that end of
 the code if we abandoned
 the fixed function rendering pipeline and went fully custom shader as has
 been the trend for years now.
 I think OpenGL 3.2 makes sense but not a deal-breaker :)






 On Thu, Jan 31, 2013 at 8:25 AM, Jed Frechette jedfreche...@gmail.comwrote:

 FWIW, I see 3D content creation as a fundamentally high-end endeavor.
 Being able to start learning Blender on low-end systems is great. However,
 I want Blender to be taken seriously as a professional tool, not just
 something you play with until you are able to afford real hardware and
 software.

 If development is being held back by attempting to support old hardware
 and OS versions and no one is willing to step up and support those bits
 then their use should be depreciated.I would much rather see the limited
 developer hours available put towards moving Blender forward rather than
 attempting to maintain compatibility with an ever increasing list of
 legacy hardware and OS versions.

 --
 Jed Frechette
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Re: [Bf-committers] ubuntu unity alt key

2013-01-31 Thread Sean Olson
I personally use the same method as you used suggested, but rebind Unity's
alt key to the OS key (windows key) - which blender does not use as far as
I know.  All works well for me after that change.


On Thu, Jan 31, 2013 at 12:30 PM, pa...@telenet.be wrote:

 Hi all,

 Since Ubuntu unity apparently uses around 64! keyboard shortcuts (and i
 prb missed some) and blender itself also is kb hungry --and-- in conflict
 with unity, Shinsuke Irie and myself have been trying to resolve this issue
 on blender's side with no luck. Irie reported this to the unity dev's and
 it was accepted as a bug (
 https://bugs.launchpad.net/ubuntu/+source/unity/+bug/1108064). Because
 there is no guarantee that this will be resolved on their side (if ever)
 before the next release the only solution in my mind is to disable some of
 the shortcuts unity uses and thus let blender work as expected
 (ctl-alt-numpad0, alt-A, alt-H, alt-I, etc). The following describes what i
 did to make blender and unity behave.

 install ccsm (sudo apt-get install compizconfig-settings-manager)
 run ccsm
 in filter textbox - enter ubuntu - select Ubuntu Unity Plugin on the
 right
 click on button labeled Alt (Key to show the HUD)
 uncheck enabled and click OK
 on the left click Back button
 in filter textbox - enter general options - select General Options
 on the right
 click Key Bindings tab and click ContolPrimaryAltKP0 button (the
 Minimize Windows entry)
 uncheck enabled and click OK
 close ccsm

 Now blender shortcuts should work as expected and the impact on unity
 behaviour is minimal in my mind.

 If anybody knows of additional unity/compiz settings that interfere with
 blender please report them.

 I posted this here instead of BA because i think it might be a good idea
 to communicate this on http://www.blender.org/download/get-blender/ since
 without these ccsm settings blender is in effect useless on unity.

 best regards,

 Patrick Zulke








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Re: [Bf-committers] ubuntu unity alt key

2013-01-31 Thread Ton Roosendaal
Hi,

Additional info: the conflict is not that Unity overrides Blender shortcuts - 
we could live with that. The issue is that on every (!) ALT keypress, Unity 
sends the active application a window-deactivate and a window-activate event. 

Apart from the unnecessary full-UI refresh this invokes, Blender also clears 
modifier key state then. That's sane behaviour in general, shortcuts from WM's 
can move focus to other windows, so you don't get key-release events anymore.

This issue was only visible after 2.65a, due to a bugfix that solved Hanging 
ALT key on de-activates, which would change button values on using 
scrollwheel. By default, scrollwheel events are also sent to inactive windows...

-Ton-


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

On 31 Jan, 2013, at 18:30, pa...@telenet.be wrote:

 Hi all, 
 
 Since Ubuntu unity apparently uses around 64! keyboard shortcuts (and i prb 
 missed some) and blender itself also is kb hungry --and-- in conflict with 
 unity, Shinsuke Irie and myself have been trying to resolve this issue on 
 blender's side with no luck. Irie reported this to the unity dev's and it was 
 accepted as a bug 
 (https://bugs.launchpad.net/ubuntu/+source/unity/+bug/1108064). Because there 
 is no guarantee that this will be resolved on their side (if ever) before the 
 next release the only solution in my mind is to disable some of the shortcuts 
 unity uses and thus let blender work as expected (ctl-alt-numpad0, alt-A, 
 alt-H, alt-I, etc). The following describes what i did to make blender and 
 unity behave. 
 
 install ccsm (sudo apt-get install compizconfig-settings-manager) 
 run ccsm 
 in filter textbox - enter ubuntu - select Ubuntu Unity Plugin on the 
 right 
 click on button labeled Alt (Key to show the HUD) 
 uncheck enabled and click OK 
 on the left click Back button 
 in filter textbox - enter general options - select General Options on 
 the right 
 click Key Bindings tab and click ContolPrimaryAltKP0 button (the 
 Minimize Windows entry) 
 uncheck enabled and click OK 
 close ccsm 
 
 Now blender shortcuts should work as expected and the impact on unity 
 behaviour is minimal in my mind. 
 
 If anybody knows of additional unity/compiz settings that interfere with 
 blender please report them. 
 
 I posted this here instead of BA because i think it might be a good idea to 
 communicate this on http://www.blender.org/download/get-blender/ since 
 without these ccsm settings blender is in effect useless on unity. 
 
 best regards, 
 
 Patrick Zulke 
 
 
 
 
 
 
 
 
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Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Antony Riakiotakis
3.0+ means, requires, writing -everything- in shaders (except if you
use compatibility profile which sort of beats the purpose). It is a
totally different mindset than the one we currently use. It is state
of the art of course but it also means new design to accomodate for
that (shader machine to generate code based on display requirements
etc.). It would also mean that developers will need to write shader
code too for new stuff. It will probably need to be undertaken
eventually but for the current discussion of minimum hardware
requirements, 2.1 is,realistically, the one to use.
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Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Chad Fraleigh
On Thu, Jan 31, 2013 at 8:25 AM, Jed Frechette jedfreche...@gmail.com wrote:
 FWIW, I see 3D content creation as a fundamentally high-end endeavor.
 Being able to start learning Blender on low-end systems is great. However,
 I want Blender to be taken seriously as a professional tool, not just
 something you play with until you are able to afford real hardware and
 software.

That sounds like a rather narrow view. Wouldn't this be like telling
musicians that they _can't_ make a career unless they sign up with
some major recording label that has real resources (that then takes
90% of the artists' money). It is a good thing those people that wrote
that software for commodity hardware that does much of what costly
recording studios used to only do didn't think this way. Or maybe
start charging $500 for blender to filter out all those pesky users
that can't afford (or prefer not to waste that much money on) $2000
real systems. This must be the Maya philosophy, given the [are you
$^* kidding me] US$3675 price tag (it probably requires $10,000
hardware minimum).


 If development is being held back by attempting to support old hardware
 and OS versions and no one is willing to step up and support those bits
 then their use should be depreciated.I would much rather see the limited
 developer hours available put towards moving Blender forward rather than
 attempting to maintain compatibility with an ever increasing list of
 legacy hardware and OS versions.

And if the product _only_ caters to the rich (or professionals that
write it off as an expense) and significantly limit its target
audience, then interest in development will drop (the nature of OSS).

It seems part of the issue here is all these generic statements that
blender should drop support for X and Y, but not many specifics on
what development effort it would actually unhinder (OpenGL is maybe
the only one that has had some specific reasons mentioned [I think]).
For example, Drop XP.. Ok, if support for just XP was dropped, what
would be different? I mean if I was to go out and buy some $5000
top-of-the-line system and then install XP on it (assuming the drivers
all worked fine), then what about this machine would be harder to
support in blender? Similar vagueness goes with RAM.. the suggested
new minimum is 2G. I assume this is what the machine has total, not
what is available to blender after the OS, any background
apps/processes (and what if one runs a Windows VM on their linux
box?). So how much memory does blender typically get after overhead
on a 2G system running XP, how about Vista, Win7, Win8, or Linux? Each
newer OS version tends to use more memory that prior ones for itself..
so requiring a new OS is likely to artificially require more system
memory to let blender do the same thing. So maybe the better thing to
do would be state what specific developmental/runtime requirements
will be minimally supported instead of what some assumed hardware/OS,
that may or may not meet those true requirements, when blender is
executed on a user's system. This goes back to my previously stated
principle of don't assume just because a system _has_ resource X that
application Y will get that due to user's choices of how that system
is used overall (give or take however I originally phrased it).

Oh, and when the minimums do change.. would it be better to do it on
major 2.x lines? So we don't have users going Feature X in 2.67 is
great (despite the crashes).. I can't wait for the stabilized form in
2.68, the next minor release. What? I can't run 2.6x anymore _with_ a
stable feature X?!


-Chad
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Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Morten Mikkelsen
If development is being held back by attempting to support old hardware
and OS versions and no one is willing to step up and support those bits
then their use should be depreciated.I would much rather see the limited
developer hours available put towards moving Blender forward rather than
attempting to maintain compatibility with an ever increasing list of
legacy hardware and OS versions.

Wow I couldn't have said it any better and I couldn't agree with you more.
Carrying around such legacy hw/apis can and does get in the way
of catering to the needs of higher end developers. Besides we're not
talking about
requires 8 cores and 8 gigs of gpu memory. We're talking about a fairly
reasonable up-tick
in min. spec in my opinion.
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Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Campbell Barton
On Fri, Feb 1, 2013 at 11:36 AM, Chad Fraleigh ch...@triularity.org wrote:
 On Thu, Jan 31, 2013 at 8:25 AM, Jed Frechette jedfreche...@gmail.com wrote:
 FWIW, I see 3D content creation as a fundamentally high-end endeavor.
 Being able to start learning Blender on low-end systems is great. However,
 I want Blender to be taken seriously as a professional tool, not just
 something you play with until you are able to afford real hardware and
 software.

 That sounds like a rather narrow view. Wouldn't this be like telling
 musicians that they _can't_ make a career unless they sign up with
 some major recording label that has real resources (that then takes
 90% of the artists' money). It is a good thing those people that wrote
 that software for commodity hardware that does much of what costly
 recording studios used to only do didn't think this way. Or maybe
 start charging $500 for blender to filter out all those pesky users
 that can't afford (or prefer not to waste that much money on) $2000
 real systems. This must be the Maya philosophy, given the [are you
 $^* kidding me] US$3675 price tag (it probably requires $10,000
 hardware minimum).

The intention from blender devs isn't to be elitist, you may choose to
see it that way but I think its a stretch.
Just to say that since I've been using blender, its been able to run
fine on sub $500 system quite well, I doubt this will change even with
suggested updates to the minimum system spec.

 If development is being held back by attempting to support old hardware
 and OS versions and no one is willing to step up and support those bits
 then their use should be depreciated.I would much rather see the limited
 developer hours available put towards moving Blender forward rather than
 attempting to maintain compatibility with an ever increasing list of
 legacy hardware and OS versions.

 And if the product _only_ caters to the rich (or professionals that
 write it off as an expense) and significantly limit its target
 audience, then interest in development will drop (the nature of OSS).

 It seems part of the issue here is all these generic statements that
 blender should drop support for X and Y, but not many specifics on
 what development effort it would actually unhinder (OpenGL is maybe
 the only one that has had some specific reasons mentioned [I think]).
 For example, Drop XP.. Ok, if support for just XP was dropped, what
 would be different? I mean if I was to go out and buy some $5000
 top-of-the-line system and then install XP on it (assuming the drivers
 all worked fine), then what about this machine would be harder to
 support in blender? Similar vagueness goes with RAM.. the suggested
 new minimum is 2G. I assume this is what the machine has total, not
 what is available to blender after the OS, any background
 apps/processes (and what if one runs a Windows VM on their linux
 box?). So how much memory does blender typically get after overhead
 on a 2G system running XP, how about Vista, Win7, Win8, or Linux? Each
 newer OS version tends to use more memory that prior ones for itself..
 so requiring a new OS is likely to artificially require more system
 memory to let blender do the same thing. So maybe the better thing to
 do would be state what specific developmental/runtime requirements
 will be minimally supported instead of what some assumed hardware/OS,
 that may or may not meet those true requirements, when blender is
 executed on a user's system. This goes back to my previously stated
 principle of don't assume just because a system _has_ resource X that
 application Y will get that due to user's choices of how that system
 is used overall (give or take however I originally phrased it).

Memory requirements exist weather they are apart of our minimum-spec
or not, exact details depend on many things out of our control.
System specs are typically quite arbitrary - Of course a poorly
configured system may fail, or a below-spec system may work well with
a tweaked configuration.

The system requirement for memory are mostly to manage user
expectations --- that they will be able to use blenders entire
feature-set,  follow tutorials - etc, without having to do tricks with
swap space or reduce undo memory limit (for eg).

 Oh, and when the minimums do change.. would it be better to do it on
 major 2.x lines? So we don't have users going Feature X in 2.67 is
 great (despite the crashes).. I can't wait for the stabilized form in
 2.68, the next minor release. What? I can't run 2.6x anymore _with_ a
 stable feature X?!


 -Chad
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-- 
- Campbell
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