[Bf-committers] Object space normal map axis proposed change.

2013-06-14 Thread metalliandy...@googlemail.com
Hy everyone,

I would like to propose a change the the axis configuration that is currently 
used when baking to object space normal maps. What does everyone think about 
changing it so that the axis matches the one for the tangent space normal maps 
(X+ Y+ Z+)? 
Currently the OS maps use a very odd configuration so if anyone wants to use 
them in other applications, or as something like a selection/direction mask 
while texturing, they have to do some very complicated channel flipping and 
swapping within Photoshop which is confusing even to experienced users.

Cheers,

-Andy
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Re: [Bf-committers] Object space normal map axis proposed change.

2013-06-14 Thread Fredrik hansson
a better option imo would be to give 3 small dropdown boxes under the object 
space selection or somewhere similar to the user where you can pick what goes 
where so you set it to match your target application





 From: "metalliandy...@googlemail.com" 
To: "bf-committers@blender.org"  
Sent: Friday, June 14, 2013 10:50 AM
Subject: [Bf-committers] Object space normal map axis proposed change.
 

Hy everyone,

I would like to propose a change the the axis configuration that is currently 
used when baking to object space normal maps. What does everyone think about 
changing it so that the axis matches the one for the tangent space normal maps 
(X+ Y+ Z+)? 
Currently the OS maps use a very odd configuration so if anyone wants to use 
them in other applications, or as something like a selection/direction mask 
while texturing, they have to do some very complicated channel flipping and 
swapping within Photoshop which is confusing even to experienced users.

Cheers,

-Andy
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Re: [Bf-committers] Object space normal map axis proposed change.

2013-06-14 Thread Andy
Yea, I think that this would also be a great idea. It would also good for the 
tangent space map too so that people can flip the green (Y+ to Y-) for when 
they are using game engines such as UDK or CryENGINE.

On 14 Jun 2013, at 09:58, Fredrik hansson  
wrote:

> a better option imo would be to give 3 small dropdown boxes under the object 
> space selection or somewhere similar to the user where you can pick what goes 
> where so you set it to match your target application
> 
> 
> 
> 
> 
> From: "metalliandy...@googlemail.com" 
> To: "bf-committers@blender.org"  
> Sent: Friday, June 14, 2013 10:50 AM
> Subject: [Bf-committers] Object space normal map axis proposed change.
> 
> 
> Hy everyone,
> 
> I would like to propose a change the the axis configuration that is currently 
> used when baking to object space normal maps. What does everyone think about 
> changing it so that the axis matches the one for the tangent space normal 
> maps (X+ Y+ Z+)? 
> Currently the OS maps use a very odd configuration so if anyone wants to use 
> them in other applications, or as something like a selection/direction mask 
> while texturing, they have to do some very complicated channel flipping and 
> swapping within Photoshop which is confusing even to experienced users.
> 
> Cheers,
> 
> -Andy
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57452] trunk/blender/source/blender: expose smooth group calculation to python as Mesh.calc_smooth_groups()

2013-06-14 Thread Antony Riakiotakis
This is problematic because one of the arguments is pointer to int array,
not int array. It breaks on cycles compilation.
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Re: [Bf-committers] Object space normal map axis proposed change.

2013-06-14 Thread Morten Mikkelsen
This could be done of course but there are some problems like the fact that
the object space map doesn't necessarily come from file.
It could be procedurally generated or just a bake in which case the sampler
isn't supposed to swizzle.
Also the texture sampler at least at this point in time doesn't know if
it's an object space or a tangent space normal map.
So though it can be done someone would have to work out all the corner
cases.






On Fri, Jun 14, 2013 at 2:16 AM, Andy  wrote:

> Yea, I think that this would also be a great idea. It would also good for
> the tangent space map too so that people can flip the green (Y+ to Y-) for
> when they are using game engines such as UDK or CryENGINE.
>
> On 14 Jun 2013, at 09:58, Fredrik hansson 
> wrote:
>
> > a better option imo would be to give 3 small dropdown boxes under the
> object space selection or somewhere similar to the user where you can pick
> what goes where so you set it to match your target application
> >
> >
> >
> >
> > 
> > From: "metalliandy...@googlemail.com" 
> > To: "bf-committers@blender.org" 
> > Sent: Friday, June 14, 2013 10:50 AM
> > Subject: [Bf-committers] Object space normal map axis proposed change.
> >
> >
> > Hy everyone,
> >
> > I would like to propose a change the the axis configuration that is
> currently used when baking to object space normal maps. What does everyone
> think about changing it so that the axis matches the one for the tangent
> space normal maps (X+ Y+ Z+)?
> > Currently the OS maps use a very odd configuration so if anyone wants to
> use them in other applications, or as something like a selection/direction
> mask while texturing, they have to do some very complicated channel
> flipping and swapping within Photoshop which is confusing even to
> experienced users.
> >
> > Cheers,
> >
> > -Andy
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
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[Bf-committers] Install deps script error at OIIO

2013-06-14 Thread James Wrigley
Hi there,

The install deps script is failing at OIIO on Fedora 19 TC3, 64bit,
fully updated.
Error log is here: http://www.pasteall.org/43153/text
Python3, python3-devel, and python3-libs are already installed.
Any ideas?

Thanks,
JamesNZ
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Re: [Bf-committers] Install deps script error at OIIO

2013-06-14 Thread Gavin Howard
JamesNZ,

You said Python 3 was installed. It appears that in order to build
OIIO, it needs Python 2.6, which is incompatible with Python 3. Python
3 is required to build Blender, but not every project has switched
yet. You may have to install Python 2.6 alongside Python 3 in order to
build OIIO. I hope this helps.

Gavin Howard

On Fri, Jun 14, 2013 at 8:01 PM, James Wrigley  wrote:
> Hi there,
>
> The install deps script is failing at OIIO on Fedora 19 TC3, 64bit,
> fully updated.
> Error log is here: http://www.pasteall.org/43153/text
> Python3, python3-devel, and python3-libs are already installed.
> Any ideas?
>
> Thanks,
> JamesNZ
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Re: [Bf-committers] Install deps script error at OIIO

2013-06-14 Thread James Wrigley
ZOMG! That did it, thanks Gavin :D

On 6/15/13, James Wrigley  wrote:
> Hi there,
>
> The install deps script is failing at OIIO on Fedora 19 TC3, 64bit,
> fully updated.
> Error log is here: http://www.pasteall.org/43153/text
> Python3, python3-devel, and python3-libs are already installed.
> Any ideas?
>
> Thanks,
> JamesNZ
>
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Re: [Bf-committers] Install deps script error at OIIO

2013-06-14 Thread Campbell Barton
Is blender making use of OIIO's python2.x api?
If not we could set USE_PYTHON=OFF in install_deps.sh
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