Re: [Bf-committers] GSoC 2016 Proposal for Solidify Modifier

2016-03-21 Thread Campbell Barton
On Tue, Mar 22, 2016 at 7:36 AM, Longhua Wu  wrote:
> Hello there,
>
>
> My name is Longhua Wu, a first-year PhD student from The Ohio State
> University. I am very interested in the project "Higher quality solidify
> modifier". I notice that some other students have already posted their
> proposals. Well, I have some new thoughts and provide another solution to
> this problem. Here is my proposaldraft link:
> https://docs.google.com/document/d/17k62c9wWbTZmN0wsyAVw6ySEHhcjpswU6lksp4MUMwU/edit?usp=sharing
> I
> am looking forward to mentors' feedback.

Hi Longhua,
Your proposed method seems to be performing a surface offset which
avoids self-intersections on the surface (which is an improvement).
But won't give a guaranteed minimum wall thickness.
Would be interested in more details about how you would handle more
complex/problematic shapes, eg:
http://members.iinet.net.au/~ideasman42/pics/line_offset_issue.png

> best,
>
> Longhua
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Re: [Bf-committers] [GSoC 2016] Sculpting Tools

2016-03-21 Thread 裴雪柯
Hi
  If you want find referenct software maybe:   zbrush  and 3dcoat  these
software's brush system have mature implementation. you can find some video
in youtube or in youku.
 On IRC you can find ideaman(campbell)  for more consulting He manage
modeling system in Blender .
 And the draft submit deadline only three or four day left.

2016-03-21 19:08 GMT+08:00 Jiang Cecil :

> Hi,
>
> My name is Kairong Jiang. I'm a third-year undergraduate student of
> Zhejiang University and I major in computer science. I have been working
> under professor Yue Chen on a VTK-based program and I'm interested in
> making better sculpting tools for blender as my GSoC 2016 project.
>
> I have been trying the existing sculpting tools of blender and reading some
> of the source codes concerning sculpting to make sense of how they work. I
> think it wouldn't be too hard to implement the tools proposed on the ideas
> page once I figured out how sculpting was done in blender. That is the data
> structures of vertices and meshes, and the procedures to manipulate them. I
> could really need someone to tell me which specific code those procedures
> are implemented so that I can look into it.
>
> As for the three sculpting tools proposed on the  ideas page, I can think
> of some intuitive and naive methods to implement them, but I wonder if
> there are some better ways. Also it would be nice if someone can tell me
> whether there are researches on implementing such tools or implementations
> in other 3D modeling softwares and where I can learn about them.
>
> I tried to use IRC a couple of days ago but I found it confusing that I
> have no idea who I should talk to on this topic. I would be appreciated if
> anyone could offer me some guidance and discuss further with me about the
> details of the project.
>
> Thanks,
> Kairong Jiang
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>



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成都一环路东四段光明路69号
kidux Blendercg.com
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Re: [Bf-committers] GSoC interested proposal

2016-03-21 Thread Campbell Barton
On Sun, Mar 20, 2016 at 6:18 AM, Shreyash Shriyam
 wrote:
> Hi
> I am interested in three of the projects in Blender.
>
> 1. Modeling Sculpting Tools, as I have done a course on linear algebra and
> also written k-means code in C and done graphics projects on OpenGL I would
> be a good fit for it.
>
> 2. UV Editing Tools, I have done course on complex number and 3d vector
> algebra and proficient in C
>
> 3. Cycles full sample anti-aliasing support, I have fair experience in C++
> but lack basic knowledge of rendering pipelines in Blender.
>
> My priority is as per numbering, I need guidance on how to start and email
> addresses of mentors for the same.
> Also I am hugely attracted to other ideas as well and would like to
> continue to be a responsible contributor in future and would like to do
> more projects.
> Best Regards
> Shreyash

Hi Shreyash,
While we like to help new devs get involved, your asking for general
information,
which is a little too vague for us to give a useful response to.

Try starting by:

- Get blender building and a dev environment setup.
- Check the code in areas you'd like to be involved with.
- Try make some small change improvement.

Some useful links:

- http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender
- http://wiki.blender.org/index.php/Dev:Doc/New_Developer_Advice
- https://developer.blender.org/tag/quick_hacks/

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Re: [Bf-committers] GSoC 2016 - Improve Undo Memory Usage for Mesh Data

2016-03-21 Thread Campbell Barton
On Sat, Mar 19, 2016 at 4:02 AM, Nuno Lopes  wrote:
> Hello Developers !
>
> I am Nuno Lopes and I'm in second year of Computer Science in Universidade
> de Evora, Portugal.
>
> I was looking for blender ideas for this year for google summer of code and
> I found this one that i thought interesting but didn't understand how does
> it store by looking to is description:
>
> "Blender’s undo currently compares memory, only storing arrays which
> differ, however for editing a mesh -
> adding or deleting a single vertex will cause the data to differ, causing
> the undo to store a lot of data for each operation."

This description was incorrect for edit-mode undo (the entire mesh is
store each time),
its since been pointed out and corrected.
However we do use this method of optimizing undo storage for
global-undo (outside of edit-mode).
The point is, simplistic array comparison isn't likely to be all that
efficient when storing incremental changes.

> I didn't understand how it stores, for example:
> I have the initial cube when blender starts:
>  ___
> /  /|
>/__/ |
>|  | |
>|  | /
>|__|/
>
>Are all 8 vertices and 6 faces stored?
>Then I delete the 4 top vertices, does it store what I deleted(4 top
> vertices, 8 edges and 5 faces) or what still remains(4 bot vertices, 4
> edges, 1 face) ?

Edit-mode uses the BMesh API, see:

- https://wiki.blender.org/index.php/Dev:Source/Modeling/BMesh/Design
- 
https://developer.blender.org/diffusion/B/browse/master/source/blender/bmesh/bmesh.h

> Best regards,
> Nuno Lopes
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[Bf-committers] Git repository

2016-03-21 Thread PerfectionCat
Hello Devs.

Git repository is very very very very slow.
May facilities be broken?

PerfectionCat
Best Regard.
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Re: [Bf-committers] [GSOC 2016] - Solidify Modifier

2016-03-21 Thread Campbell Barton
On Fri, Mar 18, 2016 at 8:45 AM, Florestan BRUNCK
 wrote:
> Hi everyone,
>
> I'm studying Mathematics and Computer Science at McGill University, Montreal 
> and I'm very interested in participating in Blender development. I've been 
> using your software for seven years as a user so I'm really excited to be 
> able to contribute now.
>
> I'm really interested in the 'Higher Quality Solidify modifier" project, and 
> also the "Cycle denoiser" project but due to my current skill set I think my 
> contribution would be more valuable working on the Solidify Modifier.
>
> I have a very strong background in Mathematics and although I'm rather new to 
> coding I am comfortable in C, java, python, bash and assembly.
>
> I got Blender compiled on my computer and had a quick look at some of the 
> documentation. I've located the file MOD_solidify.c and started having a look 
> at it.
>
> I've read the documentation and it is my understanding that the main issue 
> with the modifier is that the wall thickness is an approximation and might be 
> uneven depending on the base model's topology. To rectify that we'd need to 
> create additional geometry on the outer shell built by the modifier.
>
> Can any of the mentors in charge of the project confirm that and maybe give 
> me more details as to what the project would consist in and what 
> (mini)-milestones they're expecting the student to reach ?

Hi Florestan, a higher quality solidify modifier involves creating an
offset surface that resolves self intersections and may have very
different topology to the original surface.
An interesting paper on this topic http://dl.acm.org/citation.cfm?id=2766955

Searching this list for solidify has some discussions on this topic:
http://blender.markmail.org/search/?q=solidify#query:solidify%20list%3Aorg.blender.bf-committers+page:1+state:facets

> I started drafting a proposal but obviously so far it's rather empty except 
> for the bio section : 
> https://www.dropbox.com/s/x76wcfj6hb21gje/gsoc-2016.pdf?dl=0.
>
> Thank you for your time,
>
> Florestan
>
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Re: [Bf-committers] [GSoC] Improved threadability of Compositor nodes

2016-03-21 Thread Matheus Sousa Faria
Hi,

I've spotted a bug on the GlareSimpleStar. It turns out that the second
for-loop used on the generateGlare was running through only a small part of
the image. Producing uneven rays:
   Before:https://goo.gl/photos/YM4dKxB7NQctiDug6
   After: https://goo.gl/photos/imPeh2adWgASZkpu6
I'm sending a small diff that corrects it. Should I open a bug and send the
code via the issue tracker?

PS: Sorry if this message appears doubled, the first one exceeded the
attachment maximum size permitted

Thanks
Matheus de Sousa Faria
-- 
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Software Engineering Student
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Re: [Bf-committers] Google Summer of Code 2016

2016-03-21 Thread Sanjana Wadhwa
Hi Sergey,
Thanks for your valuable input, I have submitted a draft for review, and
will continue to work on this.
Regards,
Sanjana

On 14-Mar-2016 3:34 am, "Sergey Sharybin"  wrote:

> Hi,
>
> This seems to fine draft, but to become a good application some information
> is lacking:
>
> - What are the users benefits?
> - What exact tools you're gonna to implement?
> - What would be the user interaction with new tools?
>
> Here's a template which might help you:
> https://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Students
>
> On Sun, Mar 13, 2016 at 6:51 PM, Sanjana Wadhwa <
> sanjana.offic...@gmail.com>
> wrote:
>
> > Hello everyone,
> > I am a Master’s student in Computer Science and Engineering at The Ohio
> > State University.
> > While going through the idea list for GSoC, one idea that I really liked
> > was adding the feature of editing normals.
> > Although I am only familiar with Blender, I believe I can accomplish this
> > task because of theoretical foundation and my coding experience. I have a
> > brief document for my proposal, and I would love to hear feedback on it
> > because right now it is very vague and needs some concrete milestones:
> >
> >
> https://docs.google.com/document/d/1-db0exYHfhj2SJjAsl-MMURpD1zsyk6j0m-49aEbDzI/edit?usp=sharing
> > Thank you for your time,
> > Sanjana Wadhwa
> > ___
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> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> --
> With best regards, Sergey Sharybin
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[Bf-committers] GSoC 2016 Proposal for Solidify Modifier

2016-03-21 Thread Longhua Wu
Hello there,


My name is Longhua Wu, a first-year PhD student from The Ohio State
University. I am very interested in the project "Higher quality solidify
modifier". I notice that some other students have already posted their
proposals. Well, I have some new thoughts and provide another solution to
this problem. Here is my proposaldraft link:
https://docs.google.com/document/d/17k62c9wWbTZmN0wsyAVw6ySEHhcjpswU6lksp4MUMwU/edit?usp=sharing
I
am looking forward to mentors' feedback.



best,

Longhua
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Re: [Bf-committers] Google Summer Of Code: UV - Tools

2016-03-21 Thread Phil Gosch
Thanks a lot Paweł, I'll take a closer look and evaluate them!

Best, Phil


Am 21.03.2016 um 19:46 schrieb Paweł Łyczkowski:
> Hey Phil,
>
> Here are some UV Editor proposals, not sure about their quality but maybe
> you will find them useful:
>
> https://wiki.blender.org/index.php/User:Axelmening#11._UV_Tools_.28not_finished_yet.29
>
> https://wiki.blender.org/index.php/User:Dataday/Proposal#Consistent_UV_Editor_Behavior
>
> https://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/UV_Canvas_Rotation
>
> Best,
> Paweł Łyczkowski
>
> On Mon, Mar 21, 2016 at 7:37 PM Phil Gosch  wrote:
>
>> Hey Piotr!
>>
>> Thanks for your input, but improving the packing algorithm is already
>> part of the project.
>> I wasn't sure if the proposal is intended to be public, but you can find
>> it here:
>>
>>
>> https://docs.google.com/document/d/1TEj95pZuE83tB0HuYWwCqlKRHOP6ErA6BkR1818FUho/edit?usp=sharing
>>
>>The features you mentioned are already part of it. :)
>>
>> best,
>> Phil
>>
>> Am 21.03.2016 um 19:33 schrieb Piotr Arlukowicz:
>>> Another very important feature which is already present and is not so
>> good
>>> is the packing of islands. It changes the surface of islands in a very
>>> unpredictable manner, making similar islands to be scaled very
>> differently.
>>> This makes packing islands nearly unusable.
>>>
>>> And another one, which is very missed - is the ability of creating a
>> groups
>>> of island, which will then act as a single island. This would help manual
>>> unwrapping and packing the map A LOT easier! Pinning here does not help
>>> much and other tricks still don't make this work-flow fluent enough.
>>>
>>> pio
>>>
>>>
>>> ​Piotr
>>> ​ Arlukowicz, BFCT​
>>>
>>> ​*YT: /user/piotao?feature=guide*
>>>*FB:* */polskikursblendera* *TW:*
>>> */piotao*
>>> *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz
>>> *
>>> *Polski Kurs Blendera:* http://polskikursblendera.pl
>>>
>>>
>>>
>>>
>>> 2016-03-21 14:00 GMT-04:00 Joe Eagar :
>>>
 I had an embarrassing moment last year when trying to help a coworker
 find a feature in Blender's UV editor.  It. . .no longer existed.  We
 definitely need some work done here.  One thing that absolutely drove
 her insane was the inability to hide UV islands without altering the
 mesh selection state.  That was a big deal for her.

 It might be worth concentrating on improving the UI workflow and not
 spend too much time on new unwrapping features.

 Best,
 Joe

 On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch 
 wrote:
> Hey again!
>
> I just submitted/shared my proposal via the GSOC form and would love to
 get some feedback from possible mentors, seasoned devs and Ton of
>> course.
 As usual I'm also available via IRC.
> I'd especially be interested in what specific improvements to the
>> Unwrap
 algorithm ("Improved automatic UV Layout") the mentors had in mind when
 writing the ideas page as well as general feedback regarding the
>> proposal.
> Thanks in advance and best wishes,
> Phil
>
>
>
> Am 13.03.2016 um 12:49 schrieb Phil Gosch:
>> Hey everybody!
>>
>> My name is Phil Gosch, I'm from Graz University of Technology and I'm
>> interested in the "UV Editing Tools" GSOC project.
>> I'd be very happy to realize this project and wanted to get some
>> help/tipps or hints beforehand, that's why I'm writing this mail.
>>
>> About me: I'm a long time Blender user and active member of the
>> Blender
>> community. Besides university I'm working as a 3D/Technical Artist
>> freelancer, where I'm mostly doing illustrations, visualizations
>> including custom tool development and gameart/gamedev. You can have a
>> look at my portfolio at my homepage [0] or at my Blender Network
>> profile
>> [1].
>>
>> As someone who uses Blender as his main tool on a daily basis I know
>> the
>> UV Editor (and its shortcomings) and because of that fact I not only
>> think I'm fitting for this project but I also have a great personal
>> interest in improving these tools. I'm no complete stranger to Blender
>> core coding, I already had some of my patches applied to trunk a few
>> years ago. Of course the codebase is changing all the time, that's why
>> I'm already getting familiar with the codebase again. I already
>> compiled
>> the newest Blender version and I'm spending my free time reading
>> uvedit_*.c files. ;)
>>
>> I think the outline presented at the ideas page [2] makes sense,
>> however
>> while writing my proposal I found that I liked the idea of trying to
>> convert some of the useful UV python scripts I'm using to C code (I'm
>> sure people have lots of scripts they use which I don't even know
>> about). So if you use a python addon for the UV tools and would like
>> me
>> to consider it f

Re: [Bf-committers] Google Summer Of Code: UV - Tools

2016-03-21 Thread Paweł Łyczkowski
Hey Phil,

Here are some UV Editor proposals, not sure about their quality but maybe
you will find them useful:

https://wiki.blender.org/index.php/User:Axelmening#11._UV_Tools_.28not_finished_yet.29

https://wiki.blender.org/index.php/User:Dataday/Proposal#Consistent_UV_Editor_Behavior

https://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/UV_Canvas_Rotation

Best,
Paweł Łyczkowski

On Mon, Mar 21, 2016 at 7:37 PM Phil Gosch  wrote:

> Hey Piotr!
>
> Thanks for your input, but improving the packing algorithm is already
> part of the project.
> I wasn't sure if the proposal is intended to be public, but you can find
> it here:
>
>
> https://docs.google.com/document/d/1TEj95pZuE83tB0HuYWwCqlKRHOP6ErA6BkR1818FUho/edit?usp=sharing
>
>   The features you mentioned are already part of it. :)
>
> best,
> Phil
>
> Am 21.03.2016 um 19:33 schrieb Piotr Arlukowicz:
> > Another very important feature which is already present and is not so
> good
> > is the packing of islands. It changes the surface of islands in a very
> > unpredictable manner, making similar islands to be scaled very
> differently.
> > This makes packing islands nearly unusable.
> >
> > And another one, which is very missed - is the ability of creating a
> groups
> > of island, which will then act as a single island. This would help manual
> > unwrapping and packing the map A LOT easier! Pinning here does not help
> > much and other tricks still don't make this work-flow fluent enough.
> >
> > pio
> >
> >
> > ​Piotr
> > ​ Arlukowicz, BFCT​
> >
> > ​*YT: /user/piotao?feature=guide*
> >   *FB:* */polskikursblendera* *TW:*
> > */piotao*
> > *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz
> > *
> > *Polski Kurs Blendera:* http://polskikursblendera.pl
> >
> >
> >
> >
> > 2016-03-21 14:00 GMT-04:00 Joe Eagar :
> >
> >> I had an embarrassing moment last year when trying to help a coworker
> >> find a feature in Blender's UV editor.  It. . .no longer existed.  We
> >> definitely need some work done here.  One thing that absolutely drove
> >> her insane was the inability to hide UV islands without altering the
> >> mesh selection state.  That was a big deal for her.
> >>
> >> It might be worth concentrating on improving the UI workflow and not
> >> spend too much time on new unwrapping features.
> >>
> >> Best,
> >> Joe
> >>
> >> On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch 
> >> wrote:
> >>> Hey again!
> >>>
> >>> I just submitted/shared my proposal via the GSOC form and would love to
> >> get some feedback from possible mentors, seasoned devs and Ton of
> course.
> >> As usual I'm also available via IRC.
> >>> I'd especially be interested in what specific improvements to the
> Unwrap
> >> algorithm ("Improved automatic UV Layout") the mentors had in mind when
> >> writing the ideas page as well as general feedback regarding the
> proposal.
> >>> Thanks in advance and best wishes,
> >>> Phil
> >>>
> >>>
> >>>
> >>> Am 13.03.2016 um 12:49 schrieb Phil Gosch:
>  Hey everybody!
> 
>  My name is Phil Gosch, I'm from Graz University of Technology and I'm
>  interested in the "UV Editing Tools" GSOC project.
>  I'd be very happy to realize this project and wanted to get some
>  help/tipps or hints beforehand, that's why I'm writing this mail.
> 
>  About me: I'm a long time Blender user and active member of the
> Blender
>  community. Besides university I'm working as a 3D/Technical Artist
>  freelancer, where I'm mostly doing illustrations, visualizations
>  including custom tool development and gameart/gamedev. You can have a
>  look at my portfolio at my homepage [0] or at my Blender Network
> profile
>  [1].
> 
>  As someone who uses Blender as his main tool on a daily basis I know
> the
>  UV Editor (and its shortcomings) and because of that fact I not only
>  think I'm fitting for this project but I also have a great personal
>  interest in improving these tools. I'm no complete stranger to Blender
>  core coding, I already had some of my patches applied to trunk a few
>  years ago. Of course the codebase is changing all the time, that's why
>  I'm already getting familiar with the codebase again. I already
> compiled
>  the newest Blender version and I'm spending my free time reading
>  uvedit_*.c files. ;)
> 
>  I think the outline presented at the ideas page [2] makes sense,
> however
>  while writing my proposal I found that I liked the idea of trying to
>  convert some of the useful UV python scripts I'm using to C code (I'm
>  sure people have lots of scripts they use which I don't even know
>  about). So if you use a python addon for the UV tools and would like
> me
>  to consider it for inclusion into my proposal, please let me know by
>  answering to this mail. :)
> 
>  If any of the potential mentors (Bastien, Campbell, Howard) have some
>  use

Re: [Bf-committers] Google Summer Of Code: UV - Tools

2016-03-21 Thread Phil Gosch
Hey Piotr!

Thanks for your input, but improving the packing algorithm is already 
part of the project.
I wasn't sure if the proposal is intended to be public, but you can find 
it here:

https://docs.google.com/document/d/1TEj95pZuE83tB0HuYWwCqlKRHOP6ErA6BkR1818FUho/edit?usp=sharing

  The features you mentioned are already part of it. :)

best,
Phil

Am 21.03.2016 um 19:33 schrieb Piotr Arlukowicz:
> Another very important feature which is already present and is not so good
> is the packing of islands. It changes the surface of islands in a very
> unpredictable manner, making similar islands to be scaled very differently.
> This makes packing islands nearly unusable.
>
> And another one, which is very missed - is the ability of creating a groups
> of island, which will then act as a single island. This would help manual
> unwrapping and packing the map A LOT easier! Pinning here does not help
> much and other tricks still don't make this work-flow fluent enough.
>
> pio
>
>
> ​Piotr
> ​ Arlukowicz, BFCT​
>
> ​*YT: /user/piotao?feature=guide*
>   *FB:* */polskikursblendera* *TW:*
> */piotao*
> *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz
> *
> *Polski Kurs Blendera:* http://polskikursblendera.pl
>
>
>
>
> 2016-03-21 14:00 GMT-04:00 Joe Eagar :
>
>> I had an embarrassing moment last year when trying to help a coworker
>> find a feature in Blender's UV editor.  It. . .no longer existed.  We
>> definitely need some work done here.  One thing that absolutely drove
>> her insane was the inability to hide UV islands without altering the
>> mesh selection state.  That was a big deal for her.
>>
>> It might be worth concentrating on improving the UI workflow and not
>> spend too much time on new unwrapping features.
>>
>> Best,
>> Joe
>>
>> On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch 
>> wrote:
>>> Hey again!
>>>
>>> I just submitted/shared my proposal via the GSOC form and would love to
>> get some feedback from possible mentors, seasoned devs and Ton of course.
>> As usual I'm also available via IRC.
>>> I'd especially be interested in what specific improvements to the Unwrap
>> algorithm ("Improved automatic UV Layout") the mentors had in mind when
>> writing the ideas page as well as general feedback regarding the proposal.
>>> Thanks in advance and best wishes,
>>> Phil
>>>
>>>
>>>
>>> Am 13.03.2016 um 12:49 schrieb Phil Gosch:
 Hey everybody!

 My name is Phil Gosch, I'm from Graz University of Technology and I'm
 interested in the "UV Editing Tools" GSOC project.
 I'd be very happy to realize this project and wanted to get some
 help/tipps or hints beforehand, that's why I'm writing this mail.

 About me: I'm a long time Blender user and active member of the Blender
 community. Besides university I'm working as a 3D/Technical Artist
 freelancer, where I'm mostly doing illustrations, visualizations
 including custom tool development and gameart/gamedev. You can have a
 look at my portfolio at my homepage [0] or at my Blender Network profile
 [1].

 As someone who uses Blender as his main tool on a daily basis I know the
 UV Editor (and its shortcomings) and because of that fact I not only
 think I'm fitting for this project but I also have a great personal
 interest in improving these tools. I'm no complete stranger to Blender
 core coding, I already had some of my patches applied to trunk a few
 years ago. Of course the codebase is changing all the time, that's why
 I'm already getting familiar with the codebase again. I already compiled
 the newest Blender version and I'm spending my free time reading
 uvedit_*.c files. ;)

 I think the outline presented at the ideas page [2] makes sense, however
 while writing my proposal I found that I liked the idea of trying to
 convert some of the useful UV python scripts I'm using to C code (I'm
 sure people have lots of scripts they use which I don't even know
 about). So if you use a python addon for the UV tools and would like me
 to consider it for inclusion into my proposal, please let me know by
 answering to this mail. :)

 If any of the potential mentors (Bastien, Campbell, Howard) have some
 useful input I'd be very thankful! Also if anyone could have a look at
 my proposal before submitting that would be great! It's not finished
 yet, but you can poke me anytime on IRC/blendercoders, I'm always
 lurking there. My IRC nick is "saphires".

 Best wishes,
 Phil

 [0] http://www.saphirestudio.at/
 [1] https://www.blendernetwork.org/phil-gosch
 [2]
>> http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
 PS: Sorry if this mail shows up twice, there was an error when I first
 tried sending it

>>> --
>>> pixel-pusher at saphirestudio.at
>>>
>>> 

Re: [Bf-committers] Google Summer Of Code: UV - Tools

2016-03-21 Thread Piotr Arlukowicz
Another very important feature which is already present and is not so good
is the packing of islands. It changes the surface of islands in a very
unpredictable manner, making similar islands to be scaled very differently.
This makes packing islands nearly unusable.

And another one, which is very missed - is the ability of creating a groups
of island, which will then act as a single island. This would help manual
unwrapping and packing the map A LOT easier! Pinning here does not help
much and other tricks still don't make this work-flow fluent enough.

pio


​Piotr
​ Arlukowicz, BFCT​

​*YT: /user/piotao?feature=guide*
 *FB:* */polskikursblendera* *TW:*
*/piotao*
*Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz
*
*Polski Kurs Blendera:* http://polskikursblendera.pl




2016-03-21 14:00 GMT-04:00 Joe Eagar :

> I had an embarrassing moment last year when trying to help a coworker
> find a feature in Blender's UV editor.  It. . .no longer existed.  We
> definitely need some work done here.  One thing that absolutely drove
> her insane was the inability to hide UV islands without altering the
> mesh selection state.  That was a big deal for her.
>
> It might be worth concentrating on improving the UI workflow and not
> spend too much time on new unwrapping features.
>
> Best,
> Joe
>
> On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch 
> wrote:
> > Hey again!
> >
> > I just submitted/shared my proposal via the GSOC form and would love to
> get some feedback from possible mentors, seasoned devs and Ton of course.
> As usual I'm also available via IRC.
> >
> > I'd especially be interested in what specific improvements to the Unwrap
> algorithm ("Improved automatic UV Layout") the mentors had in mind when
> writing the ideas page as well as general feedback regarding the proposal.
> >
> > Thanks in advance and best wishes,
> > Phil
> >
> >
> >
> > Am 13.03.2016 um 12:49 schrieb Phil Gosch:
> >> Hey everybody!
> >>
> >> My name is Phil Gosch, I'm from Graz University of Technology and I'm
> >> interested in the "UV Editing Tools" GSOC project.
> >> I'd be very happy to realize this project and wanted to get some
> >> help/tipps or hints beforehand, that's why I'm writing this mail.
> >>
> >> About me: I'm a long time Blender user and active member of the Blender
> >> community. Besides university I'm working as a 3D/Technical Artist
> >> freelancer, where I'm mostly doing illustrations, visualizations
> >> including custom tool development and gameart/gamedev. You can have a
> >> look at my portfolio at my homepage [0] or at my Blender Network profile
> >> [1].
> >>
> >> As someone who uses Blender as his main tool on a daily basis I know the
> >> UV Editor (and its shortcomings) and because of that fact I not only
> >> think I'm fitting for this project but I also have a great personal
> >> interest in improving these tools. I'm no complete stranger to Blender
> >> core coding, I already had some of my patches applied to trunk a few
> >> years ago. Of course the codebase is changing all the time, that's why
> >> I'm already getting familiar with the codebase again. I already compiled
> >> the newest Blender version and I'm spending my free time reading
> >> uvedit_*.c files. ;)
> >>
> >> I think the outline presented at the ideas page [2] makes sense, however
> >> while writing my proposal I found that I liked the idea of trying to
> >> convert some of the useful UV python scripts I'm using to C code (I'm
> >> sure people have lots of scripts they use which I don't even know
> >> about). So if you use a python addon for the UV tools and would like me
> >> to consider it for inclusion into my proposal, please let me know by
> >> answering to this mail. :)
> >>
> >> If any of the potential mentors (Bastien, Campbell, Howard) have some
> >> useful input I'd be very thankful! Also if anyone could have a look at
> >> my proposal before submitting that would be great! It's not finished
> >> yet, but you can poke me anytime on IRC/blendercoders, I'm always
> >> lurking there. My IRC nick is "saphires".
> >>
> >> Best wishes,
> >> Phil
> >>
> >> [0] http://www.saphirestudio.at/
> >> [1] https://www.blendernetwork.org/phil-gosch
> >> [2]
> http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
> >>
> >> PS: Sorry if this mail shows up twice, there was an error when I first
> >> tried sending it
> >>
> >
> > --
> > pixel-pusher at saphirestudio.at
> >
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] Google Summer Of Code: UV - Tools

2016-03-21 Thread Joe Eagar
I had an embarrassing moment last year when trying to help a coworker
find a feature in Blender's UV editor.  It. . .no longer existed.  We
definitely need some work done here.  One thing that absolutely drove
her insane was the inability to hide UV islands without altering the
mesh selection state.  That was a big deal for her.

It might be worth concentrating on improving the UI workflow and not
spend too much time on new unwrapping features.

Best,
Joe

On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch  wrote:
> Hey again!
>
> I just submitted/shared my proposal via the GSOC form and would love to get 
> some feedback from possible mentors, seasoned devs and Ton of course. As 
> usual I'm also available via IRC.
>
> I'd especially be interested in what specific improvements to the Unwrap 
> algorithm ("Improved automatic UV Layout") the mentors had in mind when 
> writing the ideas page as well as general feedback regarding the proposal.
>
> Thanks in advance and best wishes,
> Phil
>
>
>
> Am 13.03.2016 um 12:49 schrieb Phil Gosch:
>> Hey everybody!
>>
>> My name is Phil Gosch, I'm from Graz University of Technology and I'm
>> interested in the "UV Editing Tools" GSOC project.
>> I'd be very happy to realize this project and wanted to get some
>> help/tipps or hints beforehand, that's why I'm writing this mail.
>>
>> About me: I'm a long time Blender user and active member of the Blender
>> community. Besides university I'm working as a 3D/Technical Artist
>> freelancer, where I'm mostly doing illustrations, visualizations
>> including custom tool development and gameart/gamedev. You can have a
>> look at my portfolio at my homepage [0] or at my Blender Network profile
>> [1].
>>
>> As someone who uses Blender as his main tool on a daily basis I know the
>> UV Editor (and its shortcomings) and because of that fact I not only
>> think I'm fitting for this project but I also have a great personal
>> interest in improving these tools. I'm no complete stranger to Blender
>> core coding, I already had some of my patches applied to trunk a few
>> years ago. Of course the codebase is changing all the time, that's why
>> I'm already getting familiar with the codebase again. I already compiled
>> the newest Blender version and I'm spending my free time reading
>> uvedit_*.c files. ;)
>>
>> I think the outline presented at the ideas page [2] makes sense, however
>> while writing my proposal I found that I liked the idea of trying to
>> convert some of the useful UV python scripts I'm using to C code (I'm
>> sure people have lots of scripts they use which I don't even know
>> about). So if you use a python addon for the UV tools and would like me
>> to consider it for inclusion into my proposal, please let me know by
>> answering to this mail. :)
>>
>> If any of the potential mentors (Bastien, Campbell, Howard) have some
>> useful input I'd be very thankful! Also if anyone could have a look at
>> my proposal before submitting that would be great! It's not finished
>> yet, but you can poke me anytime on IRC/blendercoders, I'm always
>> lurking there. My IRC nick is "saphires".
>>
>> Best wishes,
>> Phil
>>
>> [0] http://www.saphirestudio.at/
>> [1] https://www.blendernetwork.org/phil-gosch
>> [2] http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
>>
>> PS: Sorry if this mail shows up twice, there was an error when I first
>> tried sending it
>>
>
> --
> pixel-pusher at saphirestudio.at
>
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Re: [Bf-committers] Google Summer Of Code: UV - Tools

2016-03-21 Thread Phil Gosch
Hey again!

I just submitted/shared my proposal via the GSOC form and would love to get 
some feedback from possible mentors, seasoned devs and Ton of course. As usual 
I'm also available via IRC.

I'd especially be interested in what specific improvements to the Unwrap 
algorithm ("Improved automatic UV Layout") the mentors had in mind when writing 
the ideas page as well as general feedback regarding the proposal.

Thanks in advance and best wishes,
Phil



Am 13.03.2016 um 12:49 schrieb Phil Gosch:
> Hey everybody!
>
> My name is Phil Gosch, I'm from Graz University of Technology and I'm
> interested in the "UV Editing Tools" GSOC project.
> I'd be very happy to realize this project and wanted to get some
> help/tipps or hints beforehand, that's why I'm writing this mail.
>
> About me: I'm a long time Blender user and active member of the Blender
> community. Besides university I'm working as a 3D/Technical Artist
> freelancer, where I'm mostly doing illustrations, visualizations
> including custom tool development and gameart/gamedev. You can have a
> look at my portfolio at my homepage [0] or at my Blender Network profile
> [1].
>
> As someone who uses Blender as his main tool on a daily basis I know the
> UV Editor (and its shortcomings) and because of that fact I not only
> think I'm fitting for this project but I also have a great personal
> interest in improving these tools. I'm no complete stranger to Blender
> core coding, I already had some of my patches applied to trunk a few
> years ago. Of course the codebase is changing all the time, that's why
> I'm already getting familiar with the codebase again. I already compiled
> the newest Blender version and I'm spending my free time reading
> uvedit_*.c files. ;)
>
> I think the outline presented at the ideas page [2] makes sense, however
> while writing my proposal I found that I liked the idea of trying to
> convert some of the useful UV python scripts I'm using to C code (I'm
> sure people have lots of scripts they use which I don't even know
> about). So if you use a python addon for the UV tools and would like me
> to consider it for inclusion into my proposal, please let me know by
> answering to this mail. :)
>
> If any of the potential mentors (Bastien, Campbell, Howard) have some
> useful input I'd be very thankful! Also if anyone could have a look at
> my proposal before submitting that would be great! It's not finished
> yet, but you can poke me anytime on IRC/blendercoders, I'm always
> lurking there. My IRC nick is "saphires".
>
> Best wishes,
> Phil
>
> [0] http://www.saphirestudio.at/
> [1] https://www.blendernetwork.org/phil-gosch
> [2] http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
>
> PS: Sorry if this mail shows up twice, there was an error when I first
> tried sending it
>

-- 
pixel-pusher at saphirestudio.at

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Re: [Bf-committers] Length

2016-03-21 Thread Jaume Bellet
imho for just entering the value in a input box, you must handle properly
(and user should be aware of it) what happens with multiple selections, and
to which side is modified the length.

In the case shown you can visually see to which side will be modified the
length (depending on which side of dimension text you have click) and you
can control what is modified (via user selection: vertexs selected get the
same transform, or automatically if enabled detecting faces on a plane).

2016-03-21 13:48 GMT+01:00 Blender Attitude :

> You can check this development
>
> https://vimeo.com/158415459
>
> Thank you. Yes it does the job but just entering the value in a length box
> for the current selection would be enough. And so useful for every Blender
> artist. Blender is so powerful and this tiny little box doesn't exists. I
> can't believe it ;)
>
> Cheers,
> Blender Attitude
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[Bf-committers] OpenGL 2D Drawing API GSoC

2016-03-21 Thread Shreyash Shriyam
Hi
I am interested in in OpenGL 2D Drawing API project as i have intermediate
command on OpenGL 3.0 using C++ bindings and I would like to devote myself
more in this direction, I would like to know where to start from, also
could i get the email addresses of the potential mentors Thanks
Best Regards
Shreyash Shriyam
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[Bf-committers] Length

2016-03-21 Thread Blender Attitude
You can check this development

https://vimeo.com/158415459

Thank you. Yes it does the job but just entering the value in a length box
for the current selection would be enough. And so useful for every Blender
artist. Blender is so powerful and this tiny little box doesn't exists. I
can't believe it ;)

Cheers,
Blender Attitude
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[Bf-committers] [GSoC 2016] Sculpting Tools

2016-03-21 Thread Jiang Cecil
Hi,

My name is Kairong Jiang. I'm a third-year undergraduate student of
Zhejiang University and I major in computer science. I have been working
under professor Yue Chen on a VTK-based program and I'm interested in
making better sculpting tools for blender as my GSoC 2016 project.

I have been trying the existing sculpting tools of blender and reading some
of the source codes concerning sculpting to make sense of how they work. I
think it wouldn't be too hard to implement the tools proposed on the ideas
page once I figured out how sculpting was done in blender. That is the data
structures of vertices and meshes, and the procedures to manipulate them. I
could really need someone to tell me which specific code those procedures
are implemented so that I can look into it.

As for the three sculpting tools proposed on the  ideas page, I can think
of some intuitive and naive methods to implement them, but I wonder if
there are some better ways. Also it would be nice if someone can tell me
whether there are researches on implementing such tools or implementations
in other 3D modeling softwares and where I can learn about them.

I tried to use IRC a couple of days ago but I found it confusing that I
have no idea who I should talk to on this topic. I would be appreciated if
anyone could offer me some guidance and discuss further with me about the
details of the project.

Thanks,
Kairong Jiang
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Re: [Bf-committers] [GSoC] Cycles Denoiser

2016-03-21 Thread Fabrizio Destro
Hi, thank you for the materials.

I've just read "Path-space motion estimation [...]" and for what I've
understood they use different tools to reduce the noise on the image:
Decompositions, Motion estimations of reflections and other effects,
Denoising, Spatial and Temporal upsampling. The first milestone could
be to think about a generic framework for denoising in terms of
interfaces and modules, and start implementing a 'skeleton'.

In their work they cited this research "On Filtering the Noise from
the Random Parameters in Monte Carlo Rendering", on this paper they
talk about a method to reduce the noise which works in image space.
Maybe in a possible schedule the second milestone could be an
implementation of denoiser like that, which works only on the image.

After these two milestone have been delivered, the next step on the
schedule will be the implementation of the modules inside this
framework (Motions estimations of relfections, etc...)


On Sun, Mar 20, 2016 at 8:10 PM, François T.  wrote:
> Hello,
>
> Disney has several recent research on the subject...
>
> https://www.disneyresearch.com/publication/pathspace-decomposition/
>
> https://www.researchgate.net/publication/281678889_Boosting_Histogram-Based_Denoising_Methods_with_GPU_Optimizations
>
>
>
> 2016-03-20 19:24 GMT+01:00 Fabrizio Destro :
>
>> Hello everybody! I am Fabrizio I always wanted to contribute to an
>> Open Source project. I found out about GSoC about three years ago, but
>> I have never applied because I wouldn't have had the time. But, this
>> year I would like to try.
>>
>> I have looked through the proposed ideas and some of them catch my
>> attention. In particularly the Cycles denoiser, I have some questions
>> about it.
>>
>> First, I want to be sure I understand what the goal is. So, the
>> objective is to create a node which, once the rendering is done, will
>> work only on the image with the goal to reduce the noise.
>>
>> I am not sure about this sentence I found on the wiki: "[...] and
>> requires a special buffer with 'delta' information for speed, UV
>> [...]". This means that this node will store some data to speed up the
>> process on the next rendering? and if so, these data will be valid
>> only if the scene didn't change from the last time, right?
>>
>> I am currently doing some research online and I found this publication
>> on the subject http://dl.acm.org/citation.cfm?doid=2776880.2792740 .
>> Does someone have any reference which can be useful? or maybe an idea
>> on some algorithms/researches?
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>
>
>
> --
> 
> François Tarlier
> www.francois-tarlier.com
> www.linkedin.com/in/francoistarlier
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