[Bf-committers] vrbuilder - valuable critique on Blender as a tool for architectural visualization

2013-06-28 Thread Remigiusz Fiedler
Hi,
just found it and would like to share with you:
this is a recently started blog with in-depth critique on Blender as a
tool for architectural visualization:

http://vrbuilder.wordpress.com

The most valuable thing is that he speaks about it in wide context.
I think the ideas listed there are worth to be discussed.

best regards,
migius
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[Bf-committers] VS 2013 + Blender = ???

2013-06-28 Thread Jürgen Herrmann
Hi there,

Out of curiosity I downloaded the VS 2013 Pro preview yesterday.
And while playing with it I had the idea to try blender compilation with it ;)
I needed to tweak the sources a bit because MSVC 12 seems to break se things as 
M$ implements more C++11 features. It took me 30 Minutes to put a patch 
together.
But all the libs I compiled with VC11 need to be recompiled :(
So I stopped this insanity ...

But what I am curious about, what do you guys think?
Shall we adapt new versions if MSVC early (even if we don't use it for 
production) or not?
Pro: when we decide to switch to another version (let's assume MSVC 2016, just 
for an example) the workload of porting might be huge.
Con: we have to recompile libs and port blender every year (in case MS keeps 
this release schedule)

/Jürgen
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Re: [Bf-committers] VS 2013 + Blender = ???

2013-06-28 Thread Jürgen Herrmann
Logic error corrected inline ;)

 Hi there,
 
 Out of curiosity I downloaded the VS 2013 Pro preview yesterday.
 And while playing with it I had the idea to try blender compilation with it ;)
 I needed to tweak the sources a bit because MSVC 12 seems to break se things 
 as M$ implements more C++11 features. It took me 30 Minutes to put a patch 
 together.
 But all the libs I compiled with VC11 need to be recompiled :(
 So I stopped this insanity ...
 
 But what I am curious about, what do you guys think?
 Shall we adapt new versions if MSVC early (even if we don't use it for 
 production) or not?
 Pro: when we decide to switch to another version (let's assume MSVC 2016, 
 just for an example) the workload of porting might 
Not be that huge.
 Con: we have to recompile libs and port blender every year (in case MS keeps 
 this release schedule)
 
 /Jürgen
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Re: [Bf-committers] VS 2013 + Blender = ???

2013-06-28 Thread Cezary Kopias
 From USER: As always speed tests must be performed for such a decision.
Are there any new VS features that are worth mention?

And as always i will promote mingw-w64 :]
just read that you can compile windows build under linux - nice

/kopias

On Fri, 28 Jun 2013 20:08:30 +0200, Jürgen Herrmann shadow...@me.com  
wrote:

 Logic error corrected inline ;)

 Hi there,

 Out of curiosity I downloaded the VS 2013 Pro preview yesterday.
 And while playing with it I had the idea to try blender compilation  
 with it ;)
 I needed to tweak the sources a bit because MSVC 12 seems to break se  
 things as M$ implements more C++11 features. It took me 30 Minutes to  
 put a patch together.
 But all the libs I compiled with VC11 need to be recompiled :(
 So I stopped this insanity ...

 But what I am curious about, what do you guys think?
 Shall we adapt new versions if MSVC early (even if we don't use it for  
 production) or not?
 Pro: when we decide to switch to another version (let's assume MSVC  
 2016, just for an example) the workload of porting might
 Not be that huge.
 Con: we have to recompile libs and port blender every year (in case MS  
 keeps this release schedule)

 /Jürgen
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Re: [Bf-committers] vrbuilder - valuable critique on Blender as a tool for architectural visualization

2013-06-28 Thread David Jeske
On Fri, Jun 28, 2013 at 1:08 AM, Remigiusz Fiedler mig...@gmx.net wrote:

 this is a recently started blog with in-depth critique on Blender as a
 tool for architectural visualization:


I suspect you are referencing this specific post...

http://vrbuilder.wordpress.com/2013/06/26/1-month-self-exam-what-did-i-learn-until-now-ii/

I think some of his new user onboarding points are interesting
opportunities for improvements, though I'm not so on board with his
improvement ideas. I think most of this may be better discussed somewhere
else, though I'm really surprised by one thing that seems relevant here...

Rendering Speed and GPU rendering speed...

In particular, his assumption that GPU rendering (particularly laptop GPU)
would so obviously give him faster rendering speed. I see users expect this
alot, and I'm surprised by it. For a simple test, GPU rendering on my
Macbook Pro Retina (which is a pretty beefy GPU for a laptop), is more than
2x slower than CPU rendering. Are there really laptop combos where GPU
rendering is notably faster?

Even my desktop GTX670 is only about 1.8x faster than my 2.9ghz quad i7. I
know the 6xx have worse double-precision CUDA than the 5xx cores. From what
I've read, the real CUDA performance doesn't come until the expensive
workstation class Quadro cards. Are there economical GPU choices out there
which really blow away CPU rendering? Or is this just marketing driving
user interest?

Seems possibly worth making a blender wiki page with a combined GPU --AND--
CPU Cycles rendering benchmark table. Does something like that exist? This
is all I could find, and it's comparing only GPU-to-GPU performance.

http://benchmark.cd3dtech.com/Benchmark/benchmark.html

Of course this changes once you get into Quadro cards, but those are
expensive In the infamous words of a random blenderartist user... so
your gpu has a roughly 10x speed increase over my cpu, which isn't bad at
all, although it's also about 10x the price
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57857] trunk/blender/intern/ghost/intern/ GHOST_WindowWin32.cpp: Fix #35904: on Windows force NVidia Optimus, which does automati

2013-06-28 Thread Brecht Van Lommel
It's still possible to override the choice in the NVidia graphics
settings, this will only change the default, see the linked pdf for
details.

On Fri, Jun 28, 2013 at 8:50 PM, Antony Riakiotakis kal...@gmail.com wrote:
 Maybe this will disallow using the dedicated card for rendering only while
 using the integrated for display. I haven't actually tried this though.

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Re: [Bf-committers] Blender roadmap article on code blog

2013-06-28 Thread Campbell Barton
On Fri, Jun 28, 2013 at 7:13 AM, Jed Frechette jedfreche...@gmail.com wrote:
 On Thu, 27 Jun 2013 12:33 Campbell Barton ideasma...@gmail.com wrote

 On Thu, Jun 27, 2013 at 10:58 AM, Jed jedfreche...@gmail.com wrote:
 I agree about the existing
 Python code being hard to read.
Am happy to take criticism for python code, but curious which parts
 you found problematic to follow.

 One particularly crufty bit I was looking at recently is the Smart UV
 Project module (http://preview.tinyurl.com/ldujq8r). None of the functions
 have doc strings, large portions of the code are commented out and
 presumably obsolete, unusual naming conventions, etc. The Lightmap UV
 unwrapping module is much better but also doesn't have any doc strings.

Both these scripts suffer from 2.4x - 2.5x-rna - 2.6x-rna-ngons.
2.5x+ api's for mesh manipulations use RNA and are very limited, 2.4x
was more flexible and had more useful functionality built-in.

However it was always my intention with 2.5x to use bmesh-python
whenever mesh editing needed to be done from Python, it just played
out that by the time we got this BMesh-API available, the scripts you
mention were working with RNA-API and theres not much incentive to
rewrite - only for the sake of cleaner code.

If I needed to make any significant changes to these script's Id
rewrite them for sure.

To see the the difference between a script written using RNA-API's and
BMesh-API, check these 2 scripts (both do a vertex dirt-map effect and
are fairly similar)

rna: 
https://svn.blender.org/svnroot/bf-blender/trunk/blender/release/scripts/startup/bl_operators/vertexpaint_dirt.py
bmesh: 
https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/oscurart_worn_edges_map.py


 I've tried to include examples in the text editors templates to help
 give users some samples of working scripts,
 is there some area you think should be added to here that would help?

 The examples are very helpful, however most of the time my questions are
 more Why than How and inevitably about some corner case that isn't quite
 covered by one of the cookbook recipes. I don't know that this is
 necessarily a documentation issue as much as I simply haven't committed
 enough time to fully understanding how Blender's internals work. This
 certainly goes to David's point about the difficulty of diving in for
 casual users, unfortunately I don't know how to bypass the learning curve.
 Fortunately, the last time I spent much time on scripting Blender was ~3
 months ago and I remember thinking at the time that the more conceptual
 API documentation had improved since the last time I looked at it.

Afraid every time I try do something non-trivial in someone else's
open-source project (non-blender), its pretty steep learning curve
too, getting from some template/example code to something useful is
just tricky and theres so much assumed knowledge about how components
work together, what kind of patterns your expected to use etc...
Not to be dismissive and put this in the `too hard` basked, but if new
devs want to contribute to an advanced graphics app, they can expect
to have to get their hands dirty a bit...
(unless we attempt to hide details and expose simple API's - 2.4x
attempted this with its Python API and it didn't work so well, of
course we could try again).

Nevertheless, your point is well taken. That our existing code is not
always so readable and it makes it harder to learn by example.

 I had a quick look over google's standards and while we don't follow
 all, a lot of them are aligned with pep8 (and common sense),
if you think there are some we could benefit from, I'd be interested
 to know which ones specifically.

 I like that Google's standard is explicit about how to document things
 like function arguments and return values, whereas PEP 257 doesn't really
 give any guidance other than do it. Numpy's docstring style guide is
 also quite good about this.

Currently we use sphinx style comments, but this is only used for API
functions in modules intended to be re-used by other scripts, eg:
http://www.blender.org/documentation/blender_python_api_2_67_release/bpy.utils.html

For functions local to a file they often aren't commented much. I can
see why you might like comments here but I would leave this up to the
author of each script to choose how much to comment internal
functions, classes etc - rather then defining a policy (for the moment
at least).

 I might quibble with some of Google's choices but the main things I like
 about it for my own projects are that: it is in one place, is pretty
 comprehensive, I can point someone else to it and expect a reasonable
 result, and I didn't have to write it. I know Blender has a style guide
 for C code and it would probably be good to have one for Python, even if
 it is just a paragraph saying Follow PEP 8  257.

Yep, this should be set out more clearly in our wiki docs (added to my
todo list)

 Integrating ipython is fairly straightforward

 I 

Re: [Bf-committers] Blender roadmap article on code blog

2013-06-28 Thread Knapp
 Yes, there is a performance cost for Mono/V8 relative to C, but for many
 types of code that gap is quite small, about 1-3x

Speaking only as an artist:

LOL

I dare you to go to BlenderArtist and tell them you have decided to
include 2 Microsoft programs in Blender that will slow down there
render times by 300%!

They are dancing in the streets there because of a 20% speedup in
cycles that might be coming!! Need I even talk about the hate of Mono
correct or not?


-- 
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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Re: [Bf-committers] vrbuilder - valuable critique on Blender as a tool for architectural visualization

2013-06-28 Thread Remigiusz Fiedler
 I suspect you are referencing this specific post...
 http://vrbuilder.wordpress.com/2013/06/26/1-month-self-exam-what-did-i-learn-until-now-ii/

No, I am referencing the whole blog, there are thoughts and ideas
spread all over.

 I think some of his new user onboarding points are interesting
 opportunities for improvements, though I'm not so on board with his
 improvement ideas. I think most of this may be better discussed
 somewhere

I think the first place to discuss his ideas is his blog, not this mailing list.
Later, for summary I can add a new section to
http://wiki.blender.org/index.php/Dev:Source/Development/Proposals/ArchiProject
or an extra page dedicated to Blender 2.6x exclusively.
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Re: [Bf-committers] VS 2013 + Blender = ???

2013-06-28 Thread Jürgen Herrmann
Sure! Switch to MinGw, but please do some good testing ;)
I am the last not to support this ;)

Am 28.06.2013 um 20:13 schrieb Cezary Kopias cezary.kop...@gmail.com:

 From USER: As always speed tests must be performed for such a decision.
 Are there any new VS features that are worth mention?
 
 And as always i will promote mingw-w64 :]
 just read that you can compile windows build under linux - nice
 
 /kopias
 
 On Fri, 28 Jun 2013 20:08:30 +0200, Jürgen Herrmann shadow...@me.com  
 wrote:
 
 Logic error corrected inline ;)
 
 Hi there,
 
 Out of curiosity I downloaded the VS 2013 Pro preview yesterday.
 And while playing with it I had the idea to try blender compilation  
 with it ;)
 I needed to tweak the sources a bit because MSVC 12 seems to break se  
 things as M$ implements more C++11 features. It took me 30 Minutes to  
 put a patch together.
 But all the libs I compiled with VC11 need to be recompiled :(
 So I stopped this insanity ...
 
 But what I am curious about, what do you guys think?
 Shall we adapt new versions if MSVC early (even if we don't use it for  
 production) or not?
 Pro: when we decide to switch to another version (let's assume MSVC  
 2016, just for an example) the workload of porting might
 Not be that huge.
 Con: we have to recompile libs and port blender every year (in case MS  
 keeps this release schedule)
 
 /Jürgen
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Re: [Bf-committers] Blender roadmap article on code blog

2013-06-28 Thread David Jeske
On Fri, Jun 28, 2013 at 1:35 PM, Knapp magick.c...@gmail.com wrote:

  Yes, there is a performance cost for Mono/V8 relative to C, but for many
  types of code that gap is quite small, about 1-3x

 Speaking only as an artist:

 LOL

 I dare you to go to BlenderArtist and tell them you have decided to
 include 2 Microsoft programs in Blender that will slow down there
 render times by 300%!


A language used for UI extension and tools does not affect render-times.
OSL is already the way to user-extend cycles and that is not part of the
discussion.

Python is allowed for 2d compositing nodes now. Using C# or TypeScript/V8
for these nodes would speed them up 3-10x. However, don't get too excited,
because a single composite node, even in Python, is probably only 2-20% of
the total composite time and only 0.1-0.5% of total render time if there is
a 3d scene.

..so I think your concern about how this would somehow slow down rendering
is mis-placed. It wouldn't.

That said, there are many good points in this discussion about extension
languages. I think it would be nice to see a typed scripting option, but I
also agree that getting some of the benefits I hope for would take lots
more than adding the language option. I'm going to have to think on this
some more, and for now I'm removing/replacing this item in my personal
roadmap wishlist with a different one...

4) Make Blender UI, launch-state, splash more friendly to users who wish to
use only a subset of functionality (without compromising the power users).
The first case-in-point, 2d-compositor-only users. -- Why? -- Blender is
arguably one of the most powerful open-source 2d compositors. However, the
UI doesn't make this apparent or easy to do without understanding 3d
rendering. Making blender more friendly to these users will mean more
blender users, more potential developers, and more goodness.

Easier said than done, but I think it's worthy.
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Re: [Bf-committers] VS 2013 + Blender = ???

2013-06-28 Thread Jürgen Herrmann
Hi Thomas,

I don't want to update right now, but as ms changed their pace to yearly 
updates with significant new features and changed compatibilities (e.g more 
c++11 features) we will have to do a lot of work if we wait 5 years again.
As I said I've got a patch for VS 2013 ready and working in my local repo.
We could update instantly but I don't want to due to the reasons you stated.
I just want to avoid the messy update work we had because we skipped one 
version.
If we skip 5 versions of MSVC (provided that ms keeps this pace) the updating 
mess will be huge :(
So doing a little testing once and a small patch in a while wont hurt, I think.

Am 28.06.2013 um 23:27 schrieb Thomas Dinges blen...@dingto.org:

 Hi Jürgen,
 
 We used vc2008 now for like 5 years? or so, and this worked out quite 
 good. Probably we should update more frequently, but I see no reason to 
 rush things either.
 It will still take some weeks or months to test vc2012 with Blender 
 thoroughly, to use this as a vc2008 replacement for official builds.
 
 So let's finish the vc2012 update first, use it for official builds and 
 then worry about when and if we should update the next time. ;)
 
 Thomas
 
 Am 28.06.2013 23:14, schrieb Jürgen Herrmann:
 Sure! Switch to MinGw, but please do some good testing ;)
 I am the last not to support this ;)
 
 Am 28.06.2013 um 20:13 schrieb Cezary Kopias cezary.kop...@gmail.com:
 
 From USER: As always speed tests must be performed for such a decision.
 Are there any new VS features that are worth mention?
 
 And as always i will promote mingw-w64 :]
 just read that you can compile windows build under linux - nice
 
 /kopias
 
 On Fri, 28 Jun 2013 20:08:30 +0200, Jürgen Herrmann shadow...@me.com
 wrote:
 
 Logic error corrected inline ;)
 
 Hi there,
 
 Out of curiosity I downloaded the VS 2013 Pro preview yesterday.
 And while playing with it I had the idea to try blender compilation
 with it ;)
 I needed to tweak the sources a bit because MSVC 12 seems to break se
 things as M$ implements more C++11 features. It took me 30 Minutes to
 put a patch together.
 But all the libs I compiled with VC11 need to be recompiled :(
 So I stopped this insanity ...
 
 But what I am curious about, what do you guys think?
 Shall we adapt new versions if MSVC early (even if we don't use it for
 production) or not?
 Pro: when we decide to switch to another version (let's assume MSVC
 2016, just for an example) the workload of porting might
 Not be that huge.
 Con: we have to recompile libs and port blender every year (in case MS
 keeps this release schedule)
 
 /Jürgen
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 Blender Developer, Artist and Musician
 
 www.dingto.org
 
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Re: [Bf-committers] VS 2013 + Blender = ???

2013-06-28 Thread Alexandr Kuznetsov
Hi Jürgen and Thomas:

 From what I understand, they just release the *preview* version of vs 
2013. I would advise to wait for the final release due to possible 
incompatibility between this and final versions (libs wise). I don't see 
a reason to move to 2013 preview right now. We don't use C++ much and to 
the full extend (except possibly Cycles) and I'm not aware of that2013 
brings C11 support.
Also, if you have previous toolkit installed (vs 2012), the 2012 libs 
should still be compatible with 2013. When 2013 is released, we can drop 
2012 as we did with 2010. And still have 2008 as official!
As for the patch to the code to make it compliant with c++11, it would 
be great addition (although gcc doesn't have issues).

Best,
Alex


On 6/28/2013 6:46 PM, Jürgen Herrmann wrote:
 Hi Thomas,

 I don't want to update right now, but as ms changed their pace to yearly 
 updates with significant new features and changed compatibilities (e.g more 
 c++11 features) we will have to do a lot of work if we wait 5 years again.
 As I said I've got a patch for VS 2013 ready and working in my local repo.
 We could update instantly but I don't want to due to the reasons you stated.
 I just want to avoid the messy update work we had because we skipped one 
 version.
 If we skip 5 versions of MSVC (provided that ms keeps this pace) the updating 
 mess will be huge :(
 So doing a little testing once and a small patch in a while wont hurt, I 
 think.

 Am 28.06.2013 um 23:27 schrieb Thomas Dinges blen...@dingto.org:

 Hi Jürgen,

 We used vc2008 now for like 5 years? or so, and this worked out quite
 good. Probably we should update more frequently, but I see no reason to
 rush things either.
 It will still take some weeks or months to test vc2012 with Blender
 thoroughly, to use this as a vc2008 replacement for official builds.

 So let's finish the vc2012 update first, use it for official builds and
 then worry about when and if we should update the next time. ;)

 Thomas

 Am 28.06.2013 23:14, schrieb Jürgen Herrmann:
 Sure! Switch to MinGw, but please do some good testing ;)
 I am the last not to support this ;)

 Am 28.06.2013 um 20:13 schrieb Cezary Kopias cezary.kop...@gmail.com:

  From USER: As always speed tests must be performed for such a decision.
 Are there any new VS features that are worth mention?

 And as always i will promote mingw-w64 :]
 just read that you can compile windows build under linux - nice

 /kopias

 On Fri, 28 Jun 2013 20:08:30 +0200, Jürgen Herrmann shadow...@me.com
 wrote:

 Logic error corrected inline ;)

 Hi there,

 Out of curiosity I downloaded the VS 2013 Pro preview yesterday.
 And while playing with it I had the idea to try blender compilation
 with it ;)
 I needed to tweak the sources a bit because MSVC 12 seems to break se
 things as M$ implements more C++11 features. It took me 30 Minutes to
 put a patch together.
 But all the libs I compiled with VC11 need to be recompiled :(
 So I stopped this insanity ...

 But what I am curious about, what do you guys think?
 Shall we adapt new versions if MSVC early (even if we don't use it for
 production) or not?
 Pro: when we decide to switch to another version (let's assume MSVC
 2016, just for an example) the workload of porting might
 Not be that huge.
 Con: we have to recompile libs and port blender every year (in case MS
 keeps this release schedule)

 /Jürgen
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 -- 
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 Blender Developer, Artist and Musician

 www.dingto.org

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Re: [Bf-committers] Blender roadmap article on code blog

2013-06-28 Thread Campbell Barton
eeh, there is some misinformation here...

On Sat, Jun 29, 2013 at 7:54 AM, David Jeske dav...@gmail.com wrote:
 On Fri, Jun 28, 2013 at 1:35 PM, Knapp magick.c...@gmail.com wrote:

  Yes, there is a performance cost for Mono/V8 relative to C, but for many
  types of code that gap is quite small, about 1-3x

 Speaking only as an artist:

 LOL

 I dare you to go to BlenderArtist and tell them you have decided to
 include 2 Microsoft programs in Blender that will slow down there
 render times by 300%!

Mono follows an MS spec for the language runtime (CLR), not sure what
the second program you refer to is.
At least the technology isn't owned by MS and its open-source.

People may be wary of using MS derived technology but from what I can
tell Mono wouldn't tie us to MS any more then Java would to Oracle.

 A language used for UI extension and tools does not affect render-times.
 OSL is already the way to user-extend cycles and that is not part of the
 discussion.

 Python is allowed for 2d compositing nodes now. Using C# or TypeScript/V8
 for these nodes would speed them up 3-10x. However, don't get too excited,
 because a single composite node, even in Python, is probably only 2-20% of
 the total composite time and only 0.1-0.5% of total render time if there is
 a 3d scene.

PyNodes don't allow python to be used for blenders existing C++ compositor,
See:
http://blender.stackexchange.com/questions/553/is-it-possible-to-create-a-compositor-node-with-pynodes-that-outputs-camera-clip

However there has been some talk of using OSL for compositor nodes,
apparently it could be supported but I dont know details here.

 ..so I think your concern about how this would somehow slow down rendering
 is mis-placed. It wouldn't.

 That said, there are many good points in this discussion about extension
 languages. I think it would be nice to see a typed scripting option, but I
 also agree that getting some of the benefits I hope for would take lots
 more than adding the language option. I'm going to have to think on this
 some more, and for now I'm removing/replacing this item in my personal
 roadmap wishlist with a different one...

 4) Make Blender UI, launch-state, splash more friendly to users who wish to
 use only a subset of functionality (without compromising the power users).
 The first case-in-point, 2d-compositor-only users. -- Why? -- Blender is
 arguably one of the most powerful open-source 2d compositors. However, the
 UI doesn't make this apparent or easy to do without understanding 3d
 rendering. Making blender more friendly to these users will mean more
 blender users, more potential developers, and more goodness.

 Easier said than done, but I think it's worthy.
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