Re: [Bf-committers] Render resolution question

2013-03-03 Thread Ton Roosendaal
Hi,

A very efficient way to render variable resolution for sprites is to set 
render borders. Set render properties Crop on.

It's ALT+B, and via python accessible on pixel level. 

-Ton-


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

On 3 Mar, 2013, at 2:57, patrick boelens wrote:

 
 Ah, darn. =( This is indeed for personal use only; I think finding a real, 
 nice solution for merging scene and camera properties like this would take 
 quite a bit of effort and discussion on what belongs where first.
 
 I thought about using the Py handler, but that would not update the frame 
 from Camera View. I could replace the Scene's render dimensions with the 
 Camera's, but then I would still need to manually execute an operator every 
 time I select a new camera (not a big issue, but still). I guess that's the 
 way I'll go then though.
 
 Thanks,
 Patrick
 
 Date: Sun, 3 Mar 2013 12:44:45 +1100
 From: ideasma...@gmail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Render resolution question
 
 On Sun, Mar 3, 2013 at 10:55 AM, patrick boelens p_boel...@msn.com wrote:
 
 Hello,
 
 In working on some sprites I often find the need to change cameras and 
 render dimensions. I figured I'd make a small change in the source to give 
 cameras the option of using their own render dimensions for rendering 
 instead. So far I have added the resolution properties and a flag entry 
 'CAM_USELOCALRES' to the camera. However, I can't figure out where I would 
 need to switch between using the scene.render dimensions or the active 
 camera's ones. For my purposes it is enough to have it switch when I'm in 
 camera view (so that the view frame shows accordingly) and when rendering 
 (no need for changes in OpenGL rendering, BGE, etc.). Ideally there would 
 be one or two places where I could do something along the lines of:
 
 if(scene.camera.flag  CAM_USELOCALRES){dimension_x = scene.camera.resX}
 else{dimension_x = scene.r.xsch} //at least I think xsch is the one here?
 
 Any help on this would be much appreciated.
 
 Cheers,
 Patrick
 
 Hi, don't think theres any shortcut to this, search for xsch shows 56
 results, even discounting game engine and envmap there are still many
 references to this.
 Not sure this feature would be accepted, but think the correct way to
 do this would be to replace scene.r.xsch with a function call that
 takes (scene-r, scene-camera).
 
 If this is only for your own use you could use a
 'bpy.app.handlers.render_pre' python callback which sets the render
 size from camera properties.
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[Bf-committers] Blender developer meeting notes - March 3, 2013

2013-03-03 Thread Ton Roosendaal
Hi all,

Here are the notes from our weekly meeting in irc.freenode.net #blendercoders:

1) 2.66a update

- As discussed on the bf-committers list, there's a number of important fixes 
that will go to the release branch, to be released as a 2.66a update.

- For the next 48 hours, we'll move over the fixes to branch. Tuesday afternoon 
we then check status, and likely call for the builds.

2) 2.67 targets

- Buildbot (builder.blender.org) for Mac is falling behind, Ton Roosendaal 
checks on using his system for it overnights now.

- Pynode project: Lukas Toenne worked on new preview code, needs work still. 
It's still on target for 2.67.

- Request: can someone help us to add support for Windows network UNC paths 
(like \\SomeHost\Share\blends\) in Blender?

- Sergej Reich likes to work on Rigid Body constraints visualization and tools. 
If people have ideas for how to do this, start making mockups!
A good reference:
http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions

- Request: we need someone to investigate how to handle system fonts for the 
various languages, this handled for all OSes we support.

3) Other projects

Meeting ended with discussions about migration to git. :) We need to draft a 
couple of steps:
- Check on feasibility for it in general (including consensus for this by the 
core developers)
- Make a migration design and plan, and who will do this
- Define how to support and maintain in future.

This is not a short term project, but would be nice to have the first step 
defined a.s.a.p. 

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] Blender developer meeting notes - March 3, 2013

2013-03-03 Thread Harley Acheson
Hello,

 - Request: can someone help us to add support for Windows network
 UNC paths (like \\SomeHost\Share\blends\) in Blender?

The last time I checked into it there were changing all backslashes to
forward slashes (both work on Windows), probably so that we could assume
forward slash as the separator in other path functions.  So the initial
\\ then conflicts with the // we use to designate same folder as
blend. There was also an assumption that all absolute paths needed to
start with a drive letter and colon so we basically break the string with a
bunch of over-zealous sanity checks.

But I'm also pretty sure that I remember seeing at least one patch on the
tracker that fixes this and allowed UNC paths...

Harley
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Re: [Bf-committers] Render resolution question

2013-03-03 Thread patrick boelens

D'ow, never thought about that, thanks! (I got stubborn though and actually 
hacked the camera resolutions in, but this seems like a great alternative!)

Thanks,
Patrick

 From: t...@blender.org
 Date: Sun, 3 Mar 2013 11:27:29 +0100
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Render resolution question
 
 Hi,
 
 A very efficient way to render variable resolution for sprites is to set 
 render borders. Set render properties Crop on.
 
 It's ALT+B, and via python accessible on pixel level. 
 
 -Ton-
 
 
 Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
 
 On 3 Mar, 2013, at 2:57, patrick boelens wrote:
 
  
  Ah, darn. =( This is indeed for personal use only; I think finding a real, 
  nice solution for merging scene and camera properties like this would take 
  quite a bit of effort and discussion on what belongs where first.
  
  I thought about using the Py handler, but that would not update the frame 
  from Camera View. I could replace the Scene's render dimensions with the 
  Camera's, but then I would still need to manually execute an operator every 
  time I select a new camera (not a big issue, but still). I guess that's the 
  way I'll go then though.
  
  Thanks,
  Patrick
  
  Date: Sun, 3 Mar 2013 12:44:45 +1100
  From: ideasma...@gmail.com
  To: bf-committers@blender.org
  Subject: Re: [Bf-committers] Render resolution question
  
  On Sun, Mar 3, 2013 at 10:55 AM, patrick boelens p_boel...@msn.com wrote:
  
  Hello,
  
  In working on some sprites I often find the need to change cameras and 
  render dimensions. I figured I'd make a small change in the source to 
  give cameras the option of using their own render dimensions for 
  rendering instead. So far I have added the resolution properties and a 
  flag entry 'CAM_USELOCALRES' to the camera. However, I can't figure out 
  where I would need to switch between using the scene.render dimensions or 
  the active camera's ones. For my purposes it is enough to have it switch 
  when I'm in camera view (so that the view frame shows accordingly) and 
  when rendering (no need for changes in OpenGL rendering, BGE, etc.). 
  Ideally there would be one or two places where I could do something along 
  the lines of:
  
  if(scene.camera.flag  CAM_USELOCALRES){dimension_x = scene.camera.resX}
  else{dimension_x = scene.r.xsch} //at least I think xsch is the one here?
  
  Any help on this would be much appreciated.
  
  Cheers,
  Patrick
  
  Hi, don't think theres any shortcut to this, search for xsch shows 56
  results, even discounting game engine and envmap there are still many
  references to this.
  Not sure this feature would be accepted, but think the correct way to
  do this would be to replace scene.r.xsch with a function call that
  takes (scene-r, scene-camera).
  
  If this is only for your own use you could use a
  'bpy.app.handlers.render_pre' python callback which sets the render
  size from camera properties.
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Re: [Bf-committers] Blender developer meeting notes - March 3, 2013

2013-03-03 Thread Harley Acheson
 - Request: can someone help us to add support for Windows network
 UNC paths (like \\SomeHost\Share\blends\) in Blender?

Further to this, there a patch from March 2010 that seems to have
languished on the tracker...

http://projects.blender.org/tracker/index.php?func=detailaid=21836group_id=9atid=127

But if you need further help or specific help or any kind of help please
let me know. I have
worked as a Network Administrator for large Windows domains for many years
and am
also quite familiar with the Windows API.

Cheers, Harley
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[Bf-committers] [Feature Request] Separate Cycles Rendered 3dView (Layer) Configuration

2013-03-03 Thread imagene...@gmail.com
I would to request the following with regards to the following problem:

Problem:
I would like to be able to hide emitters in the 3d view you are using for
editing your scene/models, while having these emitters affect the lighting
in the 3d view that is set to rendered. Otherwise, the workflow becomes:

Edit some stuff on your model
Re-enable the layer that has your emitters to view the preview in your
Rendered 3d view.
While this may seem like a small thing, it's a needless inconvenience and
removes the convenience of making changes in edit mode and seeing the
results dynamically.

Fundamentally, the issue is that the Rendered 3d View is bound to the
settings of the standard 3d View panel and scene. It ought to be unbound to
your actual 3d view editing panel(s) as it is in fact quite different. Then
one can enable different layers for the Rendered 3d View and your
standard 3d Views.

There is no reason why the rendered 3d view should be bound to the editing
3d view(s) as one would often like to see the actual composited/full render
as opposed to whatever subset of the scene, one is editing at the moment.

Solution:
I would at least like to be able to hide emitters yet still have their
output be rendered in the Rendered view. One way this can be accomplished
is to be able to select a different set of layers for the 3d Rendered View,
or have the ability to set a set of layers for each 3d View which would be
useful in and of itself.

In general:
I think it makes sense to be able to configure the Rendered Cycles 3d View
separately and quite possibly with additional configuration parameters from
the standard 3d Views used for editing as this view and its intended
functionality is quite different from a standard 3d View.
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[Bf-committers] Links to Online Manual

2013-03-03 Thread Harley Acheson
Hello,

I've noticed lots of room for improvement for the Online Manual you
get when you right-click on most UI items.  Most of the time it takes you
to a less-than-ideal page and sometimes it even fails (the layout list and
scene list for examples).

I would like to do some work on that, mostly just some simplification of
WM_OT_doc_view_manual in wm.py and a reworking of url_manual_mapping
in rna_wiki_reference.py.

Is there anyone in particular I should talk to about this or should I just
dive in?  It looks like something that could keep me busy for a while...

Harley
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Re: [Bf-committers] Links to Online Manual

2013-03-03 Thread Campbell Barton
On Mon, Mar 4, 2013 at 8:16 AM, Harley Acheson harley.ache...@gmail.com wrote:
 Hello,

 I've noticed lots of room for improvement for the Online Manual you
 get when you right-click on most UI items.  Most of the time it takes you
 to a less-than-ideal page and sometimes it even fails (the layout list and
 scene list for examples).

 I would like to do some work on that, mostly just some simplification of
 WM_OT_doc_view_manual in wm.py and a reworking of url_manual_mapping
 in rna_wiki_reference.py.

 Is there anyone in particular I should talk to about this or should I just
 dive in?  It looks like something that could keep me busy for a while...

 Harley

Hi Harley,
It would be great to have these improved, so far I've added most of
the existing URL's but there are a lot of catch-all strings like
bpy.ops.view3d.* - which could be expanded on, see TODO comments.

Edit 'url_manual_mapping' here:
./release/scripts/addons/modules/rna_wiki_reference.py
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Re: [Bf-committers] r54932 build error [Modal (aka tripod) solver rework]

2013-03-03 Thread PerfectionCat
I am sorry that an answer becomes slow.
I was able to build.


Thanks.

PerfectionCat.


- Original Message -
From: Sergey Sharybin sergey@gmail.com
To: PerfectionCat sindra1961reb...@yahoo.co.jp; bf-blender developers 
bf-committers@blender.org
Date: 2013/3/1, Fri 17:22
Subject: Re: [Bf-committers] r54932 build error [Modal (aka tripod) solver 
rework]


I believe the issue is now fixed in svn.



On Fri, Mar 1, 2013 at 12:11 PM, Sergey Sharybin sergey@gmail.com wrote:

Hrm, weird. Will look into it.



On Fri, Mar 1, 2013 at 7:10 AM, PerfectionCat sindra1961reb...@yahoo.co.jp 
wrote:

Hi.

There is an error in the build.

extern\libmv\libmv\simple_pipeline\modal_solver.cc(59) : error C2719: 
'marker': __declspec(align('16'))


Environment:
Windows XP/SP3 32bits
SCONS+msvc9

PerfectionCat.
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-- 

With best regards, Sergey Sharybin



-- 

With best regards, Sergey Sharybin


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Re: [Bf-committers] Texture painting considerations (preparations for bratwurst merge)

2013-03-03 Thread Antony Riakiotakis
Hi all, an update on this thread.

Currently I am in the process of reusing paint stroke code in texture
painting. The experiment is being a success but to unify the code
better I will need to tweak code across other paint systems too and
gather feedback.

Considerations and things that I personally want to refactor are:

Texture painting
===
* Disentangle projective and 2D painting completely.
The only shared code is the stroke calculation code parts of which are
duplicated in paint_stroke.c and indeed should be written once and
reused on all our paint systems.

 This would be easier if we get rid of 3D (non-projective) mode
texture painting in 3D viewport. In this mode you paint on model but
result gets written in image space and will be horribly distorted in
3D view. In my opinion this is useless since we now have projective
texturing for all tools (blur, smudge, clone, draw) and view mapping
mode is exposed. There has been one user complaint about using pixel
size of brush in 3D space which is possible in this mode but I think
3D viewport is not the editor for working in image space. On the
contrary, painting on image editor is recommended and produces better
feedback.

* Reuse paint stroke code. This is possible currently but we do some
pressure manipulation in the paint code that needs to move to the
generic stroke code. Doing this in the stroke system will require
reviewing all our paint systems and modifying them not to do extra
conversions on the pressure. We need to define better what state the
pressure values are during stroke/initialization etc.

Other modes
=
* On almost all modes I checked (texture painting included), we use
mouse coordinates in region space (the update_step functions all
subtract the region coordinates from the mouse coordinates). Paint
stroke code operates in screen space. I think this is only used for
sculpting? Are there any objections to tweaking the code to use region
space?

* Pressure manipulation code should move to paint_stroke (any
objections/special cases here?)

* Brush texture sampling: Currently there are many methods to do this.
Some are used in texture painting, 2 methods, one each for projective
and 2D case and one is used for sculpting (where we convert the result
to intensity). Ideally the way this should ideally operate is that we
pass screen coordinate or 3D position for some brush modes to the
brush texture sampling function and the function should return the
corresponding texel value based on the brush settings. This should
ideally be a global interface in BKE_brush. I think I could probably
refactor the sculpt sampling function to something more global. I
won't be able to unify the 2D paint code to use that (because input
coordinates are in uv, not screen space) but this will allow us to
expose texture sampling for all 3D paint modes see vertex paint, even
weight paint too. Also it will allow me to implement a stencil mapping
mode (like the one done by Nicholas Bishop in his ptex branch) and
expose it to all 3D paint modes at once.

* Almost every paint mode uses variables like first, to do first
time initializations, be it tool or mode specific and last_mouse.
paint stroke stores these too. Maybe they could be reused?


I am waiting feedback on these from all paint system maintainers. If
this is to be undertaken I could possibly do most of the code work but
I'd like some good testing for corner cases that may break, which is
bound to happen for certain in this kind of refactoring.
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Re: [Bf-committers] Proposed default margin increase for baked textures

2013-03-03 Thread Antony Riakiotakis
This is trivial but will require yet another version patch. If others
agree I could commit it wit h a value of 16.
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Re: [Bf-committers] Proposed default margin increase for baked textures

2013-03-03 Thread Morten Mikkelsen
Go for it! :)




On Sun, Mar 3, 2013 at 7:01 PM, Antony Riakiotakis kal...@gmail.com wrote:

 This is trivial but will require yet another version patch. If others
 agree I could commit it wit h a value of 16.
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Re: [Bf-committers] Proposed default margin increase for baked textures

2013-03-03 Thread Campbell Barton
On Mon, Mar 4, 2013 at 3:32 PM, Morten Mikkelsen mikkels...@gmail.com wrote:
 Go for it! :)




 On Sun, Mar 3, 2013 at 7:01 PM, Antony Riakiotakis kal...@gmail.com wrote:

 This is trivial but will require yet another version patch. If others
 agree I could commit it wit h a value of 16.

Why version patch?, old files can keep their margin.
Just update scene.c's bake_filter for newly added scenes,
rna_scene.c's default and startup.blend.

-- 
- Campbell
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Re: [Bf-committers] Texture painting considerations (preparations for bratwurst merge)

2013-03-03 Thread Morten Mikkelsen
Perhaps you could also look into why the default brush looks so bad for
bump painting yet  when air-brush is checked it looks perfect.

Just a though :)

Cheers,

Morten.






On Sun, Mar 3, 2013 at 6:17 PM, Antony Riakiotakis kal...@gmail.com wrote:

 Hi all, an update on this thread.

 Currently I am in the process of reusing paint stroke code in texture
 painting. The experiment is being a success but to unify the code
 better I will need to tweak code across other paint systems too and
 gather feedback.

 Considerations and things that I personally want to refactor are:

 Texture painting
 ===
 * Disentangle projective and 2D painting completely.
 The only shared code is the stroke calculation code parts of which are
 duplicated in paint_stroke.c and indeed should be written once and
 reused on all our paint systems.

  This would be easier if we get rid of 3D (non-projective) mode
 texture painting in 3D viewport. In this mode you paint on model but
 result gets written in image space and will be horribly distorted in
 3D view. In my opinion this is useless since we now have projective
 texturing for all tools (blur, smudge, clone, draw) and view mapping
 mode is exposed. There has been one user complaint about using pixel
 size of brush in 3D space which is possible in this mode but I think
 3D viewport is not the editor for working in image space. On the
 contrary, painting on image editor is recommended and produces better
 feedback.

 * Reuse paint stroke code. This is possible currently but we do some
 pressure manipulation in the paint code that needs to move to the
 generic stroke code. Doing this in the stroke system will require
 reviewing all our paint systems and modifying them not to do extra
 conversions on the pressure. We need to define better what state the
 pressure values are during stroke/initialization etc.

 Other modes
 =
 * On almost all modes I checked (texture painting included), we use
 mouse coordinates in region space (the update_step functions all
 subtract the region coordinates from the mouse coordinates). Paint
 stroke code operates in screen space. I think this is only used for
 sculpting? Are there any objections to tweaking the code to use region
 space?

 * Pressure manipulation code should move to paint_stroke (any
 objections/special cases here?)

 * Brush texture sampling: Currently there are many methods to do this.
 Some are used in texture painting, 2 methods, one each for projective
 and 2D case and one is used for sculpting (where we convert the result
 to intensity). Ideally the way this should ideally operate is that we
 pass screen coordinate or 3D position for some brush modes to the
 brush texture sampling function and the function should return the
 corresponding texel value based on the brush settings. This should
 ideally be a global interface in BKE_brush. I think I could probably
 refactor the sculpt sampling function to something more global. I
 won't be able to unify the 2D paint code to use that (because input
 coordinates are in uv, not screen space) but this will allow us to
 expose texture sampling for all 3D paint modes see vertex paint, even
 weight paint too. Also it will allow me to implement a stencil mapping
 mode (like the one done by Nicholas Bishop in his ptex branch) and
 expose it to all 3D paint modes at once.

 * Almost every paint mode uses variables like first, to do first
 time initializations, be it tool or mode specific and last_mouse.
 paint stroke stores these too. Maybe they could be reused?


 I am waiting feedback on these from all paint system maintainers. If
 this is to be undertaken I could possibly do most of the code work but
 I'd like some good testing for corner cases that may break, which is
 bound to happen for certain in this kind of refactoring.
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