Re: [Bf-committers] BConf VR Meeting Notes

2019-11-01 Thread Adriano Oliveira
Ok Dalai,

Hope this can be adressed else where.

No matter what, vr in Blender is a big deal. Happy to see it evolving.

Em sex, 1 de nov de 2019 14:44, Dalai Felinto  escreveu:

> Hi Adriano,
>
> The VR project has little overlap with the EEVEE stereo requirements.
>
> The only place they share some common requirements, is in regard to fisheye
> support in the viewport. For EEVEE panorama/fisheye we need to map the
> mouse with the pointer in the projected image. For VR we need something
> similar to map 3d controllers to sculpting, drawing, ...
>
> Regards,
> Dalai
>
> Em sex, 1 de nov de 2019 às 10:01, Adriano Oliveira <
> adriano.u...@gmail.com>
> escreveu:
>
> > Great news!
> >
> > Will this in some way addres an aproach to allow Eevee to export stereo
> > panoramas/cubes with screen space effects support?
> >
> > In raster renders this is usually accomplished by composing a lot of thin
> > render slices. That can be done by an addon, but I think it would be more
> > optmimizad in blender code.
> >
> > This can help:
> > https://developers.google.com/vr/jump/rendering-ods-content.pdf
> >
> > *Adriano A. Oliveira*
> >
> >
> > <
> >
> https://www.avast.com/sig-email?utm_medium=email_source=link_campaign=sig-email_content=webmail
> > >
> > Livre
> > de vírus. www.avast.com
> > <
> >
> https://www.avast.com/sig-email?utm_medium=email_source=link_campaign=sig-email_content=webmail
> > >.
> > <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
> >
> > Em ter, 29 de out de 2019 às 08:21, Julian Eisel 
> > escreveu:
> >
> > > Hi all,
> > >
> > > we had a VR meeting during the conference, here are the notable bits.
> > >
> > > Attendees
> > > 
> > > * Dalai Felinto (Blender Foundation)
> > > * Damien Coureau (Ubisoft)
> > > * Daniel Martinez Lara (Pepe School Land & MPX)
> > > * Julian Eisel (Blender Institute)
> > > * Julien Blervaque (Ubisoft)
> > > * Sebastian König (blendFX)
> > > * Simeon Conzendorf (blendFX)
> > > * William Reynish (Blender Foundation)
> > >
> > > General Requirements
> > > =
> > > * There will have to be some experimenting with different approaches
> > > to XR UIs. People and studios also have very different needs for XR
> > > experiences.
> > > * Just how we define the regular 2D UIs in Python, XR UIs should be
> > > defined in Python as well. That allows extending and specializing the
> > > UIs for custom needs. The Ubisoft team is especially keen on this.
> > > * Blender should bundle a good default XR UI for common usage,
> > > established through experimentation of the core VR team and other
> > > collaborators.
> > > * With the gizmo, operator and drawing APIs, the BPY already has many
> > > of the needed bits. There's still lots of stuff we'd have to figure
> > > out and add to it though.
> > >
> > > Next Steps
> > > 
> > > * The team agrees on building the VR UI around specific use-cases.
> > > * The GSoC patch [1] should be merged with the first basic use-case
> > > working (scene inspection, see below)
> > > * We'll start with the following use-cases (roughly in that order):
> > >1. Scene Introspection - VR viewport with initial/simple navigation
> > >2. Sculpting & Grease Pencil drawing in VR
> > >3. Set arrangement/layout - Support adding primitives, transforming
> > > objects and some related gizmos
> > >4. Complete immersive toolset (aka MARUI)
> > >5. VR Storyboarding - Support changing cameras, time and animation
> > > timing within the VR session
> > >6. Set dressing - Support adding particles, assets, ...
> > > * Besides the first use-case, the involved "Blender core developers"
> > > will only try to provide the frameworks needed to implement the other
> > > use-cases. These can then be picked up by contributors (e.g. the
> > > Ubisoft, MARUI or MPX teams).
> > > * The project will be organized as usual in Blender, with a landing
> > > page on developer.blender.org, clearly stated priorities and
> > > milestones, and visible ways for contributors to get involved.
> > >
> > > Future
> > > =
> > > * We also want to support AR/MR based use-cases.
> > > * Collaborative sessions form other important use-cases: multiple
> > > people with multiple h

Re: [Bf-committers] BConf VR Meeting Notes

2019-11-01 Thread Adriano Oliveira
Great news!

Will this in some way addres an aproach to allow Eevee to export stereo
panoramas/cubes with screen space effects support?

In raster renders this is usually accomplished by composing a lot of thin
render slices. That can be done by an addon, but I think it would be more
optmimizad in blender code.

This can help:
https://developers.google.com/vr/jump/rendering-ods-content.pdf

*Adriano A. Oliveira*


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Em ter, 29 de out de 2019 às 08:21, Julian Eisel 
escreveu:

> Hi all,
>
> we had a VR meeting during the conference, here are the notable bits.
>
> Attendees
> 
> * Dalai Felinto (Blender Foundation)
> * Damien Coureau (Ubisoft)
> * Daniel Martinez Lara (Pepe School Land & MPX)
> * Julian Eisel (Blender Institute)
> * Julien Blervaque (Ubisoft)
> * Sebastian König (blendFX)
> * Simeon Conzendorf (blendFX)
> * William Reynish (Blender Foundation)
>
> General Requirements
> =
> * There will have to be some experimenting with different approaches
> to XR UIs. People and studios also have very different needs for XR
> experiences.
> * Just how we define the regular 2D UIs in Python, XR UIs should be
> defined in Python as well. That allows extending and specializing the
> UIs for custom needs. The Ubisoft team is especially keen on this.
> * Blender should bundle a good default XR UI for common usage,
> established through experimentation of the core VR team and other
> collaborators.
> * With the gizmo, operator and drawing APIs, the BPY already has many
> of the needed bits. There's still lots of stuff we'd have to figure
> out and add to it though.
>
> Next Steps
> 
> * The team agrees on building the VR UI around specific use-cases.
> * The GSoC patch [1] should be merged with the first basic use-case
> working (scene inspection, see below)
> * We'll start with the following use-cases (roughly in that order):
>1. Scene Introspection - VR viewport with initial/simple navigation
>2. Sculpting & Grease Pencil drawing in VR
>3. Set arrangement/layout - Support adding primitives, transforming
> objects and some related gizmos
>4. Complete immersive toolset (aka MARUI)
>5. VR Storyboarding - Support changing cameras, time and animation
> timing within the VR session
>6. Set dressing - Support adding particles, assets, ...
> * Besides the first use-case, the involved "Blender core developers"
> will only try to provide the frameworks needed to implement the other
> use-cases. These can then be picked up by contributors (e.g. the
> Ubisoft, MARUI or MPX teams).
> * The project will be organized as usual in Blender, with a landing
> page on developer.blender.org, clearly stated priorities and
> milestones, and visible ways for contributors to get involved.
>
> Future
> =
> * We also want to support AR/MR based use-cases.
> * Collaborative sessions form other important use-cases: multiple
> people with multiple headsets work together in the same XR viewport.
> This is a rather complicated use-case to get supported, but it would
> be immensely useful.
>
>
> [1] - https://developer.blender.org/D5537
>
> Cheers,
> - Julian -
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[Bf-committers] Eevee Add and Multiply Blend modes in 2.81

2019-08-16 Thread Adriano Oliveira
Hi developers,

Any reason way Eevee transparency blend modes ADD and MULTIPLY were removed
in 2.81?
>From my point of view, they are very important.

Thank you for the great work!

*Adriano A. Oliveira*
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[Bf-committers] Eevee raytraced (cycles) shadows

2018-09-11 Thread Adriano Oliveira
Hi guys,


First of all, congratulations for the outstanding work in 2.8.


We all can see how Eevee is becoming a major improvement for certain kind
of animation production, especially for TV shows. For now, the big concern
is real time shadows. I don't know how far we can go here, but I see some
room for having Cycles rendering only raytraced shadows for composing over
Eevee renders in post.


Is there a way to optimize that in terms of speed and workflow?

*Adriano A. Oliveira*
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Re: [Bf-committers] 2.8 interface reference: Substance Painter 2018.1 (Spring)

2018-03-16 Thread Adriano Oliveira
Well Ricardo, I do not think you should turn my "[global] reference
suggestion" into a "proposal".



In a recent interview, Ton pointed out Substance Painter's interface as an
example of good solutions.



I am just stating that it has been updated.


*Adriano A. Oliveira*


2018-03-16 15:38 GMT-03:00 Ricardo Nunes <3rto...@gmail.com>:

> 1) What exactly do you think is better between this and the old SP
> interface (Maybe as a hyphen list?)
> 2) Which parts exactly do you think are applicable to Blender (The new UI
> style like in the slider buttons etc, do you mean how when closing floating
> windows the get minimized to icons on the sides of the viewport, do you
> mean how window splitting works?)
> 3) How exactly do you think they should be applied to Blender? (Should we
> change sliders/buttons to have similar style? Should we have T/N menus
> changed to be more like the dock minimization? Similar drop down in 3D view
> for individual texture channels? Should we have similar drop down for
> wireframe, solid, textured, rendered?)
> It'd be a lot of work for the devs just to figure out what you think should
> be adapted from SP even before formulating it into proposal and starting to
> work on it if you just drop a video without context of what the video
> improved on and what is good about it and what of it you think could be
> adapted.
> Well although I'm newbie to the whole FOSS community so not that I know but
> that's what it seems like to me.
>
> 2018-03-16 15:37 GMT+02:00 Adriano Oliveira <adriano.u...@gmail.com>:
>
> > Hi guys,
> >
> > Just want to sugest Substance Painter 2018's new interface as solutions
> > references for the work to be done in 2.8. Very good revamp of an already
> > good interface.
> >
> > https://youtu.be/UG3XOMuy7ec
> >
> > ;)
> >
> >
> > *Adriano A. Oliveira*
> >
> > <https://www.avast.com/sig-email?utm_medium=email_
> > source=link_campaign=sig-email_content=webmail>
> > Livre
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> > source=link_campaign=sig-email_content=webmail>.
> > <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
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[Bf-committers] 2.8 interface reference: Substance Painter 2018.1 (Spring)

2018-03-16 Thread Adriano Oliveira
Hi guys,

Just want to sugest Substance Painter 2018's new interface as solutions
references for the work to be done in 2.8. Very good revamp of an already
good interface.

https://youtu.be/UG3XOMuy7ec

;)


*Adriano A. Oliveira*

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Re: [Bf-committers] Baking Princlipled/PBR maps and lightmaps for Eevee

2018-02-14 Thread Adriano Oliveira
Thank you, Clément. I understand your point.
Congratulations for the outstanding achievements so far.

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Matrícula: 1673892
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2018-02-14 11:09 GMT-03:00 Clément FOUCAULT <foucault.c...@gmail.com>:

> HI Adriano,
>
> Lightmap support in eevee is not trivial. If you just want to bake the
> irradiance (diffuse) in cycles and use it in eevee you can add an emission
> node with the lightmap multiplied by the diffuse color, and  set the
> diffuse color in other bsdf nodes to black.
>
> And creating really good lightmaps system is not easy. We would need to
> encode the lighting directionallity and I don't even know if cycles can do
> that. Also managing instances UV offsets/scalling/packing is another
> problem.
>
> It's not in our short term goals for sure.
>
> Regards.
>
> 2018-02-14 14:21 GMT+01:00 Adriano Oliveira <adriano.u...@gmail.com>:
>
> > Hi,
> >
> > Cycles bake was a great thing implemented by Dalai. With the workflows
> > pointing out to PBR, I hope we have some time for adjustments/additions.
> >
> > This is my contributions (not asking for/demanding anything):
> >
> > 1. The Cycles bake workflow is not intuitive. The need for a image
> texture
> > node alone selected in the shader is not ideal. Good addons like TexTools
> > solve this, but I think it should be addressed in 2.8 with new depsgraph.
> >
> > 2. We should be able to bake some missing real PBR maps: Roughness,
> > Metallic... (Ok, we can already do it manually in most scenarios).
> >
> > 3. We need to Bake Cycles Lightmaps (32bits). This is a real deal for
> > Eevee. Baked Shadows are not enough. Plus, objects with lightmaps should
> > not be affected by Eevee Irradiance Volume and static lights.
> >
> > Hope we can get there somewhere in time. ;)
> >
> >
> > *Adriano*
> >
> > <https://www.avast.com/sig-email?utm_medium=email_
> > source=link_campaign=sig-email_content=webmail>
> > Livre
> > de vírus. www.avast.com
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> > source=link_campaign=sig-email_content=webmail>.
> > <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
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[Bf-committers] Baking Princlipled/PBR maps and lightmaps for Eevee

2018-02-14 Thread Adriano Oliveira
Hi,

Cycles bake was a great thing implemented by Dalai. With the workflows
pointing out to PBR, I hope we have some time for adjustments/additions.

This is my contributions (not asking for/demanding anything):

1. The Cycles bake workflow is not intuitive. The need for a image texture
node alone selected in the shader is not ideal. Good addons like TexTools
solve this, but I think it should be addressed in 2.8 with new depsgraph.

2. We should be able to bake some missing real PBR maps: Roughness,
Metallic... (Ok, we can already do it manually in most scenarios).

3. We need to Bake Cycles Lightmaps (32bits). This is a real deal for
Eevee. Baked Shadows are not enough. Plus, objects with lightmaps should
not be affected by Eevee Irradiance Volume and static lights.

Hope we can get there somewhere in time. ;)


*Adriano*

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Re: [Bf-committers] Patch: OCIO Parse Colorspace From Filename

2017-12-12 Thread Adriano Oliveira
Excelent, Ray!

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2017-12-11 17:38 GMT-03:00 Ray Molenkamp <r...@lazydodo.com>:

> Most of the things asked can be done from an add on, with no core changes
> needed,
> I quickly whipped one up (tested only on windows). not the prettiest code
> around but
> it shows the concept can work.
>
> Also it saves a ton of clicks by only having to open a single texture in a
> set, and it'll do
> its best to figure out the related textures.
>
> https://github.com/LazyDodo/MultiInput
>
> --Ray
>
> On 12/10/2017 10:48 PM, Troy Sobotka wrote:
> > Greets.
> >
> > In response to the thread regarding the tedium of manual setting of
> colour
> > spaces,
> > I've created this patch that leverages OpenColorIO's
> > parseColorSpaceFromString
> > functionality.
> >
> > With this patch, filenames such as rubber_srgb.png,
> treealbedo_linear.tiff,
> > facescan_acescg.tiff, etc. will all honour the colourspace if it is found
> > in the
> > given configuration.
> >
> > https://developer.blender.org/differential/diff/9682/
> >
> > With respect,
> > TJS
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Re: [Bf-committers] Patch: OCIO Parse Colorspace From Filename

2017-12-11 Thread Adriano Oliveira
Hi people,

I think this is ok, but do not really address "the tedium of manual setting
of color spaces". No one would change two clicks in a drop down menu by a
lot of typing in texture names: "_sRGB", "_linear"...

It would be better to add sensitive conditions to names that we already use
in PBR texture workflow: "_albedo" or "_basecolor" (=sRGB/gamma 2.2);
"_rough", "metalic", "_ao"... (=linear).

And maybe we should separate the color management for textures nodes and
the color management in media input for composing purposes. In Blender
composition workflow, like in Natron em Nuke, beeing able to set color
spaces for incoming media is fundamental, and they can vary a lot and will
vary a lot more in future (REC2020...)

But textures at material setting context are not as complicated. We just
have two effective scenarios: linear or sRGB (gamma corrected). Everything
should be linear for maps, but as long as we stay with old 256 levels per
channel, gamma correct is needed for color textures due to compression. The
future in this area is everything linear texture at 16 or 32 bit, not a
profusion of color spaces (who knows...).

That is why a "[ ] sRGB" or "[ ] gamma corrected" check box in Texture
Image node is the ideal solution for the unnecessary drop down for only two
color space in this context.


*Adriano A. Oliveira*

2017-12-11 12:12 GMT-03:00 Xavier Thomas <xavier.thomas.1...@gmail.com>:

> >
> > This patch seems to have the following priority:
> > - Image loader sets color space (based on either image header or other
> > assumptions)
> > - The higher level reader then might override the color space based on
> file
> > name.
> > If we allow such an automatic guess, it should be other way around. If
> the
> > file knows it's color space, it should be trusted, as it is more trustful
> > than a file name.
>
>
> Then it might be wiser to join all the "color space auto detection magic"
> at the same place (image loader) and only try to guess from the filename if
> the header/metadata detection failed.
>
> In any case, in my opinion, the colorspace displayed in the UI/RNA
> (possibly manually set by the user afterwards) should always be respected
> and never silently overridden.
>
> Xavier
>
> 2017-12-11 12:45 GMT-02:00 Troy Sobotka <troy.sobo...@gmail.com>:
>
> > On Mon, Dec 11, 2017, 5:57 AM Sergey Sharybin <sergey@gmail.com>
> > wrote:
> > > - Image loader sets color space (based on either image header or other
> > > assumptions)
> > > The higher level reader then might override the color space based on
> file
> > > name.
> >
> > > If we allow such an automatic guess, it should be other way around. If
> > the
> > > file knows it's color space, it should be trusted, as it is more
> trustful
> > > than a file name.
> >
> > >
> > Ok. So if we do that, what is the best method to set the defaults? Each
> > filetype has the colourspace set to the default role.
> >
> > Would the following order work?
> >
> >  * Set the filetype default to Null.
> >  * Test the colorspace variable for a Blender file setting.
> >  * If Blender file remains unset, test for filename.
> >  * If it remains unset, set to default role.
> >
> > Is there a means to differentiate between whether the colorspace variable
> > was set via default role or user based setting?
> >
> > With respect,
> > TJS
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[Bf-committers] Some suggestions for nodes' interface revision in PBR times

2017-12-04 Thread Adriano Oliveira
Dears,

I would like to suggest some reviews for IMAGE TEXTURE and NORMAL MAP nodes
interface to help with PBR workflow. This could be implemented in 2.8.

1. COLOR SPACE. Today we need to open a drop down menu and pick color
(sRGB) / non-color (linear). In a PBR workflow, most of textures should be
linear (roughness, metallic, normal map, ambient occlusion etc) and only
albedo/base color is usually a sRGB bitmap. Therefore, we need to perform 2
clicks over the majority of textures we import... A better approach would
be to have just a check box for "[  ] sRGB", like in Unreal. If it is
checked (default), color space is gamma corrected, if it is not, it is
linear. Believe me, when you have a scene with dozens of PBR material, this
is a huge time saving.

2. RGB output slots [not as needed as above]. Now we have COLOR and ALPHA
outputs from a Image Texture node. In PBR workflows is very common to merge
gray scale maps into the four channels of a RGBA texture. It would be nice
to have as outputs COLOR, R, G, B and ALPHA, like in Unreal. [This can be
done via Separate RGB, of course].

3. INVERT GREEN / Y in NORMAL MAP node. There are two standards today for
normal maps: OpenGL (Blender) and DirectX. Most systems offers a check box
to invert direction of the Y channel. Bake in Blender does, so it seems
reasonable to have it in NM also.

Best regards,


*Adriano A. Oliveira*
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Re: [Bf-committers] Eevee rendering clamped 0-1 images

2017-06-20 Thread Adriano Oliveira
Thank you!


*Adriano A. Oliveira*
Coordenador do Colegiado do Curso de Cinema e Audiovisual
Universidade Federal do Recôncavo da Bahia (UFRB)
Centro de Artes Humanidades e Letras (CAHL)
Matrícula: 1673892
(71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]

2017-06-20 9:31 GMT-03:00 Clément FOUCAULT <foucault.c...@gmail.com>:

> Yes it's completely work in progress.
>
> Final output will be unclamped and not already tonemapped.
>
> Regards.
>
> 2017-06-19 17:57 GMT+02:00 Adriano Oliveira <adriano.u...@gmail.com>:
>
> > Hi guys,
> >
> > First of all, congratulations to Dalai and Clémant for the outstanding
> > Eevee progress so far.
> >
> > I just would like to know how do you plant to deal with HDR values from
> > Eevee on viewport and renders.
> >
> > Right now (last week build) I understand that Eevee is clamped in 0-1
> > values, what limits Filmic tone mapping and post production, for
> instance.
> > Is it something temporary?
> >
> > Best regards,
> >
> > *Adriano A. Oliveira*
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > https://lists.blender.org/mailman/listinfo/bf-committers
> >
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[Bf-committers] Eevee rendering clamped 0-1 images

2017-06-19 Thread Adriano Oliveira
Hi guys,

First of all, congratulations to Dalai and Clémant for the outstanding
Eevee progress so far.

I just would like to know how do you plant to deal with HDR values from
Eevee on viewport and renders.

Right now (last week build) I understand that Eevee is clamped in 0-1
values, what limits Filmic tone mapping and post production, for instance.
Is it something temporary?

Best regards,

*Adriano A. Oliveira*
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Re: [Bf-committers] Please add invert green channel option in Normal Map node

2017-04-15 Thread Adriano Oliveira
@Mike

Cycles bake already has a toggle like this for export. We need this in
Normal Map node to deal with NM textures baked for DirectX.

Game engines like Unity and Unreal have an "invert green (y) channel"
option in texture properties.

In my workflow, for instance, I model and animate in Blander, texture in
Substance Painter and render in Unreal. In Painter I export Normal Map
textures to Unreal with DirectX standard (inverted green channel in
relation do OpenGL standard). If I need to see my model with this texture
in Blender, I have to create a node setup to invert G before feeding Normal
Map node.


*Adriano A. Oliveira*
Professor Adjunto do Curso de Cinema e Audiovisual
Universidade Federal do Recôncavo da Bahia (UFRB)
Centro de Artes Humanidades e Letras (CAHL)
Matrícula: 1673892
(71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]

2017-04-15 15:01 GMT-03:00 patrick boelens <p_boel...@msn.com>:

> I actually just ran into a case where I wanted to compare the custom
> normals I set up in Blender to those inside another app, so there is a
> use-case for real-time toggling as well.
>
>
> No idea how prevalent it is and whether it's worth the effort though, but
> figured I'd chime in.
>
>
> Cheers,
>
> Patrick
>
> 
> Van: bf-committers-boun...@blender.org <bf-committers-boun...@blender.org>
> namens Mike Erwin <significant@gmail.com>
> Verzonden: zaterdag 15 april 2017 04:49:08
> Aan: bf-blender developers
> Onderwerp: Re: [Bf-committers] Please add invert green channel option in
> Normal Map node
>
> On Fri, Apr 14, 2017 at 10:47 AM, Adriano Oliveira <adriano.u...@gmail.com
> >
> wrote:
>
> > I just miss one little thing: An check box option to invert textures'
> green
> > chennels in the Normal Map node.
> >
> > This is very important because Blender follow the OpenGL norms for Normal
> > Map, but other softwares that may be integrated within a pipeline (like
> > Unreal) uses DirectX norms.
> >
>
> Is this only needed during import & export, or something you would toggle
> during the Blender session?
>
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
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[Bf-committers] Please add invert green channel option in Normal Map node

2017-04-14 Thread Adriano Oliveira
Hi guys,

I tresure very much all initiatives to integrate Blender in the PBR
workflow for games and films, like Envee and Principled (Disney) Shader.

I just miss one little thing: An check box option to invert textures' green
chennels in the Normal Map node.

This is very important because Blender follow the OpenGL norms for Normal
Map, but other softwares that may be integrated within a pipeline (like
Unreal) uses DirectX norms.

PS: I know I can do it myself with separete rgb - invert green - composite
rgb...

Thank you in advance.


Adriano A. Oliveira


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Re: [Bf-committers] Alembic triangulation

2016-08-22 Thread Adriano Oliveira
François,

Shaders are not as important as meterials per face assignments.
Unreal imports materias names and assingnments form Blender Alembics, but
Maya and 3dMax don't. I think it is related to Blender and Unreal beeing
Alembic 1.6.

An update of my findings so far:

https://forums.unrealengine.com/showthread.php?120948-Blender-2-78-Alembic-Unreal-4-13




*Adriano*

2016-08-22 11:45 GMT-03:00 François T. <francoistarl...@gmail.com>:

> Alembic doesn't contain any information about the unit. You have to make it
> a convention in your project. If in blender 1 unit = 1 meter for you, then
> you need to set the proper unit system in Maya which will be in cm at the
> system level. We did a patch on the alembic I/O of Maya (you can find it on
> the alembic github) which use the unit of the maya scene rather than
> assuming that the alembic is in cm (which what is the default I/O in maya
> does). But know that Alembic only stores generic unit.
>
> For materials, there is no such information in Alembic file format. Only
> shading groups (or material assignation per face as you might name it). So
> you cannot exchange shaders or material parameters with Alembic. You will
> need a script in your dcc which binds a material based on it's name and the
> shading group stored in the Alembic. (alembic is just a geometry cache)
>
> cheers,
>
> F.
>
> 2016-08-20 14:51 GMT+02:00 Adriano Oliveira <adriano.u...@gmail.com>:
>
> > Kévin,
> >
> > I treasure your Alembic iniciative and I wish to help. I am just
> performing
> > some tests before judging what it is or is not a bug. In the prosses I
> will
> > give some constructive feedback here.
> >
> > Blender-Alembic-Blender seams ok. I am performing some testes in this
> > plataforms: Unreal 4.13, 3ds Max 2017 (educational), Maya 2017
> > (educational).
> >
> > Findings on importing Alembic character animation from Blender:
> >
> > 1. Unreal 4.13 (preview 2): Issues with rotation (y-z) and scale (cm-m).
> > Bad normals from Blender (ok from Max). Animation and meshes are ok.
> >
> > 2. 3ds Max 2017 (Educational): Rotation/sacale ok. Bad normals. No
> > materials. Animation and meshes are ok.
> >
> > 3. Maya... soon...
> >
> >
> > At this moment, I would say that normals are problematic.
> >
> > I will report bugs as soon as I have solid tests.
> >
> >
> >
> > *Adriano A. Oliveira*
> > Professor Adjunto do Curso de Cinema e Audiovisual
> > Universidade Federal do Recôncavo da Bahia (UFRB)
> > Centro de Artes Humanidades e Letras (CAHL)
> > Matrícula: 1673892
> > (71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]
> >
> > 2016-08-19 23:56 GMT-03:00 Kévin Dietrich <kevin.dietr...@mailoo.org>:
> >
> > > Please use the bug tracker [1] to report bugs/issues, with simple
> > > example files to reproduces them.
> > >
> > > If one software can open an Alembic file from Blender without issues,
> > > and another can't, for basic things like normals, then the bug is
> mostly
> > > likely in the other software, not Blender, we don't do anything fancy
> > > here. Also, can 3ds Max import materials from other software without
> > > issues?
> > >
> > > Le 2016-08-20 04:38, Adriano Oliveira a écrit :
> > >
> > > > 
> > > >
> > > > bf48750
> > > >
> > > > 3) Bad normals when importing from Blender-Alembic into Unreal 4.13
> and
> > > 3ds
> > > > Mac 2017.
> > > >
> > > > 4) 3ds Max doesn't import materials from Blender-Alembic. Unreal 4.13
> > > does.
> > > >
> > > > *Adriano A. Oliveira*
> > > > Professor Adjunto do Curso de Cinema e Audiovisual
> > > > Universidade Federal do Recôncavo da Bahia (UFRB)
> > > > Centro de Artes Humanidades e Letras (CAHL)
> > > > Matrícula: 1673892
> > > > (71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]
> > > >
> > > > 2016-08-19 19:36 GMT-03:00 Adriano Oliveira <adriano.u...@gmail.com
> >:
> > > >
> > > > Kévin,
> > > >
> > > > I am very interested in the workflow Blender-Unreal through Alembic.
> > The
> > > > idea is to use Unreal for real time rendering.
> > > > Alembic in Unreal 4.13 is in preview state, so it will improve a lot.
> > > >
> > > > Some findings:
> > > >
> > > > 1) Alembic is very usefull to export destruction simulations. I used
> > Cell
> > > > Fracture to explode a cube 

Re: [Bf-committers] Alembic triangulation

2016-08-20 Thread Adriano Oliveira
Kévin,

I treasure your Alembic iniciative and I wish to help. I am just performing
some tests before judging what it is or is not a bug. In the prosses I will
give some constructive feedback here.

Blender-Alembic-Blender seams ok. I am performing some testes in this
plataforms: Unreal 4.13, 3ds Max 2017 (educational), Maya 2017
(educational).

Findings on importing Alembic character animation from Blender:

1. Unreal 4.13 (preview 2): Issues with rotation (y-z) and scale (cm-m).
Bad normals from Blender (ok from Max). Animation and meshes are ok.

2. 3ds Max 2017 (Educational): Rotation/sacale ok. Bad normals. No
materials. Animation and meshes are ok.

3. Maya... soon...


At this moment, I would say that normals are problematic.

I will report bugs as soon as I have solid tests.



*Adriano A. Oliveira*
Professor Adjunto do Curso de Cinema e Audiovisual
Universidade Federal do Recôncavo da Bahia (UFRB)
Centro de Artes Humanidades e Letras (CAHL)
Matrícula: 1673892
(71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]

2016-08-19 23:56 GMT-03:00 Kévin Dietrich <kevin.dietr...@mailoo.org>:

> Please use the bug tracker [1] to report bugs/issues, with simple
> example files to reproduces them.
>
> If one software can open an Alembic file from Blender without issues,
> and another can't, for basic things like normals, then the bug is mostly
> likely in the other software, not Blender, we don't do anything fancy
> here. Also, can 3ds Max import materials from other software without
> issues?
>
> Le 2016-08-20 04:38, Adriano Oliveira a écrit :
>
> > 
> >
> > bf48750
> >
> > 3) Bad normals when importing from Blender-Alembic into Unreal 4.13 and
> 3ds
> > Mac 2017.
> >
> > 4) 3ds Max doesn't import materials from Blender-Alembic. Unreal 4.13
> does.
> >
> > *Adriano A. Oliveira*
> > Professor Adjunto do Curso de Cinema e Audiovisual
> > Universidade Federal do Recôncavo da Bahia (UFRB)
> > Centro de Artes Humanidades e Letras (CAHL)
> > Matrícula: 1673892
> > (71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]
> >
> > 2016-08-19 19:36 GMT-03:00 Adriano Oliveira <adriano.u...@gmail.com>:
> >
> > Kévin,
> >
> > I am very interested in the workflow Blender-Unreal through Alembic. The
> > idea is to use Unreal for real time rendering.
> > Alembic in Unreal 4.13 is in preview state, so it will improve a lot.
> >
> > Some findings:
> >
> > 1) Alembic is very usefull to export destruction simulations. I used Cell
> > Fracture to explode a cube and it produces houndreds of n-gons objects.
> On
> > importing into Unreal, it gives errors. I think this would justify an
> > triangulation option, as in OBJ export.
> >
> > 2) I have some crashes on importing Alembic animated characters into
> > Blender or Unreal that was exported without Flatten Hierarchy.
> >
> > ;)
> >
> > *Adriano A. Oliveira*
> > Professor Adjunto do Curso de Cinema e Audiovisual
> > Universidade Federal do Recôncavo da Bahia (UFRB)
> > Centro de Artes Humanidades e Letras (CAHL)
> > Matrícula: 1673892
> > (71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]
> >
> > 2016-08-19 19:10 GMT-03:00 Kévin Dietrich <kevin.dietr...@mailoo.org>:
> >
> > Le 2016-08-19 23:53, Adriano Oliveira a écrit :
> >
> > Hi,
> >
> > Is it possible to have an option to triangulate mesh on Alembic export.
> I am trying to import a animation from Blender to Unreal 4.13 and the late
> > ask for tri or quad faces.
> >
> > Also it would be nice to have Z to Y convertion options, as long as
> Unreal rotates the Alembic imports form Blender.
> >
> > Congratulations for the grate job!
> >
> > *Adriano A. Oliveira*
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > https://lists.blender.org/mailman/listinfo/bf-committers
> > Hi,
> >
> > Adding an option to triangulate meshes in the exporter wouldn't that
> > much of a trouble (though it would have to wait for after the 2.78
> > release), but I have to ask what prevents you from triangulating the
> > meshes before exporting? If you've got a lot of objects to triangulate,
> > a simple Python script can be written to automate the process. Shall it
> > be a destructive operation, or shall it preserve the state of the meshes
> > (meaning meshes in Blender are not triangulated, but the exported ones
> > are)?
> >
> > For the axis conversion, Alembic files written from Blender follow the
> > Alembic Y-up convention, so I guess this is already what you want? I do
> > plan on addin

Re: [Bf-committers] Alembic triangulation

2016-08-19 Thread Adriano Oliveira


bf48750

3) Bad normals when importing from Blender-Alembic into Unreal 4.13 and 3ds
Mac 2017.

4) 3ds Max doesn't import materials from Blender-Alembic. Unreal 4.13 does.




*Adriano A. Oliveira*
Professor Adjunto do Curso de Cinema e Audiovisual
Universidade Federal do Recôncavo da Bahia (UFRB)
Centro de Artes Humanidades e Letras (CAHL)
Matrícula: 1673892
(71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]

2016-08-19 19:36 GMT-03:00 Adriano Oliveira <adriano.u...@gmail.com>:

> Kévin,
>
> I am very interested in the workflow Blender-Unreal through Alembic. The
> idea is to use Unreal for real time rendering.
> Alembic in Unreal 4.13 is in preview state, so it will improve a lot.
>
> Some findings:
>
> 1) Alembic is very usefull to export destruction simulations. I used Cell
> Fracture to explode a cube and it produces houndreds of n-gons objects. On
> importing into Unreal, it gives errors. I think this would justify an
> triangulation option, as in OBJ export.
>
> 2) I have some crashes on importing Alembic animated characters into
> Blender or Unreal that was exported without Flatten Hierarchy.
>
> ;)
>
>
>
> *Adriano A. Oliveira*
> Professor Adjunto do Curso de Cinema e Audiovisual
> Universidade Federal do Recôncavo da Bahia (UFRB)
> Centro de Artes Humanidades e Letras (CAHL)
> Matrícula: 1673892
> (71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]
>
> 2016-08-19 19:10 GMT-03:00 Kévin Dietrich <kevin.dietr...@mailoo.org>:
>
>> Le 2016-08-19 23:53, Adriano Oliveira a écrit :
>>
>> > Hi,
>> >
>> > Is it possible to have an option to triangulate mesh on Alembic export.
>> I
>> > am trying to import a animation from Blender to Unreal 4.13 and the late
>> > ask for tri or quad faces.
>> >
>> > Also it would be nice to have Z to Y convertion options, as long as
>> Unreal
>> > rotates the Alembic imports form Blender.
>> >
>> > Congratulations for the grate job!
>> >
>> > *Adriano A. Oliveira*
>> > ___
>> > Bf-committers mailing list
>> > Bf-committers@blender.org
>> > https://lists.blender.org/mailman/listinfo/bf-committers
>>
>> Hi,
>>
>> Adding an option to triangulate meshes in the exporter wouldn't that
>> much of a trouble (though it would have to wait for after the 2.78
>> release), but I have to ask what prevents you from triangulating the
>> meshes before exporting? If you've got a lot of objects to triangulate,
>> a simple Python script can be written to automate the process. Shall it
>> be a destructive operation, or shall it preserve the state of the meshes
>> (meaning meshes in Blender are not triangulated, but the exported ones
>> are)?
>>
>> For the axis conversion, Alembic files written from Blender follow the
>> Alembic Y-up convention, so I guess this is already what you want? I do
>> plan on adding support for more (custom) axis conversions though.
>>
>> Regards,
>>
>> Kévin Dietrich.
>> ___
>> Bf-committers mailing list
>> Bf-committers@blender.org
>> https://lists.blender.org/mailman/listinfo/bf-committers
>>
>
>
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Re: [Bf-committers] Alembic triangulation

2016-08-19 Thread Adriano Oliveira
Kévin,

I am very interested in the workflow Blender-Unreal through Alembic. The
idea is to use Unreal for real time rendering.
Alembic in Unreal 4.13 is in preview state, so it will improve a lot.

Some findings:

1) Alembic is very usefull to export destruction simulations. I used Cell
Fracture to explode a cube and it produces houndreds of n-gons objects. On
importing into Unreal, it gives errors. I think this would justify an
triangulation option, as in OBJ export.

2) I have some crashes on importing Alembic animated characters into
Blender or Unreal that was exported without Flatten Hierarchy.

;)



*Adriano A. Oliveira*
Professor Adjunto do Curso de Cinema e Audiovisual
Universidade Federal do Recôncavo da Bahia (UFRB)
Centro de Artes Humanidades e Letras (CAHL)
Matrícula: 1673892
(71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]

2016-08-19 19:10 GMT-03:00 Kévin Dietrich <kevin.dietr...@mailoo.org>:

> Le 2016-08-19 23:53, Adriano Oliveira a écrit :
>
> > Hi,
> >
> > Is it possible to have an option to triangulate mesh on Alembic export. I
> > am trying to import a animation from Blender to Unreal 4.13 and the late
> > ask for tri or quad faces.
> >
> > Also it would be nice to have Z to Y convertion options, as long as
> Unreal
> > rotates the Alembic imports form Blender.
> >
> > Congratulations for the grate job!
> >
> > *Adriano A. Oliveira*
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > https://lists.blender.org/mailman/listinfo/bf-committers
>
> Hi,
>
> Adding an option to triangulate meshes in the exporter wouldn't that
> much of a trouble (though it would have to wait for after the 2.78
> release), but I have to ask what prevents you from triangulating the
> meshes before exporting? If you've got a lot of objects to triangulate,
> a simple Python script can be written to automate the process. Shall it
> be a destructive operation, or shall it preserve the state of the meshes
> (meaning meshes in Blender are not triangulated, but the exported ones
> are)?
>
> For the axis conversion, Alembic files written from Blender follow the
> Alembic Y-up convention, so I guess this is already what you want? I do
> plan on adding support for more (custom) axis conversions though.
>
> Regards,
>
> Kévin Dietrich.
> ___
> Bf-committers mailing list
> Bf-committers@blender.org
> https://lists.blender.org/mailman/listinfo/bf-committers
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[Bf-committers] Alembic triangulation

2016-08-19 Thread Adriano Oliveira
Hi,

Is it possible to have an option to triangulate mesh on Alembic export. I
am trying to import a animation from Blender to Unreal 4.13 and the late
ask for tri or quad faces.

Also it would be nice to have Z to Y convertion options, as long as Unreal
rotates the Alembic imports form Blender.

Congratulations for the grate job!

*Adriano A. Oliveira*
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Re: [Bf-committers] Any plans on deep compositing?

2015-11-12 Thread Adriano Oliveira
Good to know it, Jeroen!

I think Deep Composing would be a game changer for Blender and Cycles ;)

Adriano A. Oliveira
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[Bf-committers] Any plans on deep compositing?

2015-11-10 Thread Adriano Oliveira
Hi,

Is there any plans on implementing deep compositing render/exporting
(Cycles + OpenEXR 2) and in-Blender compositing?

Really useful!

*Adriano A. Oliveira*
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[Bf-committers] Multiview frustrum controler reference

2014-10-09 Thread Adriano Oliveira
Thank you Dalai for the exceptional work in Multiview branch.

Stereo images are easy to create in CG, but it is very hard do control how
they can be correctly decoded by our brains.

The main problem is the relation among human interoccular distance, image
resolution, screen size and viewer distance from screen. In short, a 3d
film produced for theater release is not good for TV without propper
adjustment.

So it is very important that Multiview offers in near future a stereo
camera rig with a frustrum indicating a safe stereo zone for placing
objetcs. This zone would change whenever any os above parameters is changed.

We can see the mathematics for this in http://www.noeol.de/s3d/


But I think we could go further and dream with an ideal dinamic stereo
frustrum similar to this:

https://vimeo.com/57398627

Even if this is not possible right now, it would be very nice if the code
allow it to be implemented in near future.

;)

Adriano A. Oliveira
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Re: [Bf-committers] Multiview frustrum controler reference

2014-10-09 Thread Adriano Oliveira
You are right, Dalay.
My intention was not to force any change by now, but to register a
sugestion for a future ideal way to controll stereo camera rig.

Congratulations again,
Adriano A. Oliveira

2014-10-09 11:22 GMT-03:00 Dalai Felinto dfeli...@gmail.com:

 Hi Adriano,

 Those high-level controls are desirable. But I tend to favour first
 implement the core functionality, let users define the ultimate
 workflow that attend their productions and then we sort what is the
 unique need of Adriano's pipeline and what is of general interest.

 The same is true for controlling min-maximum pixel separation in
 oppose to setting interocular distance and convergence plane.
 Internally the result is the same so for the initial Multi-View
 feature-set we provide the low level settings (e.g., interocular and
 convergence plane) and leave to the users to build customizable
 solutions for their pipelines.

 We had addons to provide those even before a robust Multi-View was in
 place. I'm confident that solutions built on top of the
 Multi-View/Stereo 3D functionality will be in place in no time.

 That said, if you have the time to build a proper proposal on how
 those controllers would fit in the UI and the pipeline I'm all ears.

 Regards,
 Dalai



 --
 blendernetwork.org/dalai-felinto
 www.dalaifelinto.com


 2014-10-09 11:15 GMT-03:00 Adriano Oliveira adriano.u...@gmail.com:
  Thank you Dalai for the exceptional work in Multiview branch.
 
  Stereo images are easy to create in CG, but it is very hard do control
 how
  they can be correctly decoded by our brains.
 
  The main problem is the relation among human interoccular distance, image
  resolution, screen size and viewer distance from screen. In short, a 3d
  film produced for theater release is not good for TV without propper
  adjustment.
 
  So it is very important that Multiview offers in near future a stereo
  camera rig with a frustrum indicating a safe stereo zone for placing
  objetcs. This zone would change whenever any os above parameters is
 changed.
 
  We can see the mathematics for this in http://www.noeol.de/s3d/
 
 
  But I think we could go further and dream with an ideal dinamic stereo
  frustrum similar to this:
 
  https://vimeo.com/57398627
 
  Even if this is not possible right now, it would be very nice if the code
  allow it to be implemented in near future.
 
  ;)
 
  Adriano A. Oliveira
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Re: [Bf-committers] 3d LUT in Blender

2014-06-18 Thread Adriano Oliveira
Ok.

It would be nice to have LUT as nodes in compositor.


Adriano A. Oliveira



2014-06-17 0:34 GMT-03:00 Troy Sobotka troy.sobo...@gmail.com:

 On Jun 15, 2014 7:52 AM, Adriano Oliveira adriano.u...@gmail.com
 wrote:
 
  Where and how?

 Via OpenColorIO's configuration.

 Feel free to contact me off-list directly if you need assistance.

 With respect,
 TJS
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Re: [Bf-committers] 3d LUT in Blender

2014-06-15 Thread Adriano Oliveira
Where and how?


Adriano A. Oliveira


2014-06-14 12:36 GMT-03:00 Troy Sobotka troy.sobo...@gmail.com:

 On Jun 14, 2014 7:01 AM, Adriano Oliveira adriano.u...@gmail.com
 wrote:

  Is there suport for 3d LUT in Blender?

 Yes.

 With respect,
 TJS
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[Bf-committers] 3d LUT in Blender

2014-06-14 Thread Adriano Oliveira
Dear friends,

Is there suport for 3d LUT in Blender? This would open a lot of
possibilities in Color Grading.

Adriano A. Oliveira
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Re: [Bf-committers] Weekly Blender developer meeting minutes - December 29, 2013

2014-01-02 Thread Adriano Oliveira
Hi Ton,

Does Multithreaded depsgraph (merged) means that the old problem of slow
updating animation is solved.
Like when an character picks up a ball, some times if you stop rendering
and try to start rendering again in the middle of the movement, the ball is
missplaced...

Adriano A. Oliveira

2013/12/29 Ton Roosendaal t...@blender.org

 Hi all,

 Holidays time still, it was a short meeting in irc.freenode.net#blendercoders.

 1) projects for 2.70

 - The targets and planning:
 http://wiki.blender.org/index.php/Dev:Doc/Projects

 - Target custom normals is waiting for confirmation, Bastien Montagne
 can tell more.

 - Also missing is a list of UI work for 2.70 and later. Brecht van Lommel
 will check on it, Jonathan Williamson offered help (last week).

 - Sergey Sharybin thinks the new text alignment in number buttons is not
 working good. Brecht and Jonathan could check this?

 2) Other projects

 No news, apart from patches to review, lots of bugs to fix, and
 encouraging OpenCL updates for Mac OS X 10.9.2 (in developer preview) -
 Cycles now compiles a kernel, but it still doesn't work fully... (slow,
 render errors).

 That's it, everyone gets the best wishes for an awesome 2014!

 Regards,

 -Ton-

 
 Ton Roosendaal  -  t...@blender.org   -   www.blender.org
 Chairman Blender Foundation - Producer Blender Institute
 Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



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Re: [Bf-committers] Trusted blend files and scripted drivers bug and annoyance

2013-08-10 Thread Adriano Oliveira
I have already asked for an alternative to the #frame driver for
rendering animation in Cycles.
It is realy not a good aproach anymore due to new security policies.

Seed should always vary per frame. Static seed is an exception, it is only
usefull in very rare situations when you need to compare renders.

#frame is not obvious for most users, and with new policies it leeds to
mistakes, like Daniel points out.



Adriano A. Oliveira



2013/8/9 Daniel Salazar - 3Developer.com zan...@gmail.com

 I'm also having problems with students in the simple case of a #frame
 driver in cycles seed. I can never be sure they all have the enable python
 setting on in all the computers they use even if I tell them to enable it,
 this stuff is just never guaranteed in the real world because people forget
 this stuff. Of course renders turn out useless because of fixed noise.

 Daniel Salazar
 patazstudio.com


 On Fri, Aug 9, 2013 at 2:30 PM, Jace Priester 
 jacepries...@threespaceimaging.com wrote:

  I expressed a lot of disagreement with the Trusted feature when there
 was
  talk about implementing it, and I'm here to voice a complaint again now
  that it has become a problem.
 
  I have created an animation using a scripted expression driver and that
  driver's value evaluates to zero. I did not notice the Continue
 Untrusted
  button appear at the top right. I've spent hours trying to figure out why
  scripted drivers don't work, only to save and reload and then be prompted
  to Reload Trusted. This has been a gigantic waste of my time and is
  precisely the reason I did not want this trusted junk in the first
 place.
 
  I am aware of the command line options to disable it, but I never
 expected
  to have to do that. I understand the Reload Trusted prompt when
 opening a
  file. However, when I create a brand new driver and enter the expression
  myself it should work immediately. In any case, it damn sure should not
  show a value of zero without a notice right next to it that it skipped
  evaluation entirely. As-is, this is very misleading and indicates that
 the
  expression did in fact resolve to a value of zero.
  --
 
 
 
 --
  Jace Priester
  Threespace Imaging
  jacepries...@threespaceimaging.com
  559-284-0904
 
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Re: [Bf-committers] Game Development with Blender - bge book release 20/6/13

2013-06-19 Thread Adriano Oliveira
Congratulations, Dalai!!!

* espero que não seja só por 0,20 centavos...

:D


Adriano

2013/6/19 Erwin Coumans erwin.coum...@gmail.com

 I pre-ordered it, congratulations with the book!


 On 19 June 2013 12:13, Dalai Felinto dfeli...@gmail.com wrote:

  Dear fellow Blender developers and artists,
 
  After a long waiting period, Game Development with Blender book Mike
  Pan and I wrote together will be released this Thursday, the 20th. To
  read more about the book, download a sample file and find links to buy
  it online, visit:
 
  http://www.dalaifelinto.com/?p=930
 
  We would like to express our gratitude towards everyone behind Blender
  as awesome as it is. Thank you all! :)
 
  And don't wait long, the book release is tomorrow, and Amazon 41%
  discount pre-sale campaign may end up any soon:
  http://www.amazon.com/dp/1435456629
 
  Best regards,
  Dalai and Mike
  --
  blendernetwork.org/member/dalai-felinto
  www.dalaifelinto.com
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Re: [Bf-committers] Multiview branch feedback

2013-06-17 Thread Adriano Oliveira
Hi Brecht,

 But can you explain to me specifically why that is better than the
workflow used in the branch?

Because it is more simple and better fits in actual Blender logic. It is
also the way everey other composite sistem works, as far as I know.


 But why? How is this different from the RenderLayer/RenderPass
distinction we have already?

The current SELECT VIEW approach in Image Editor is leading to limitations
and changing too much in Blender UI and Node Editor.

• Select View is not necessary because we already have Select Pass and L/R
views are simply new kind of passes.
• Select View 3-D offers a fancy fast-composition that is independent
from Node Editor, so it turns Image Editor inconsistent with composition.
• Implementing Select View is a danger, because it changes a lot in Node
Editor output logic, without offering as much.
• Treating L/R as passes is just enough. We add new possibilities and don't
chage a lot what is already working.
• Obtaining Image Editor stereo outputs through composition nodes is just
enough and safer.
• To keep node editor compatible with new EXR capabilities we just need a
Nuke like merge channel node, so we can re-insert decomposed layers and
output them to a single file. This is useful beyond stereo.
• STEREO PREVIEW option in 3D View is ok. We don't need stereo options in
user preferences, as long as automated preview would only affect 3D View,
and Node Editor affects Image Editor.

Let's just not add to Node Editor/Image Editor  things that leads to
different and untested workflows that we don't miss.

This is a very nice discussion!

:D

Adriano




2013/6/17 Brecht Van Lommel brechtvanlom...@pandora.be

 Hi Adriano,

 On Mon, Jun 17, 2013 at 6:33 AM, Adriano Oliveira
 adriano.u...@gmail.com wrote:
  Schneider's approach relies in Composite for obtain stereo results. This
 is
  perfect for my outputs because it offers me control and uses what is
 right
  there in Blender already. My stereo outputs are: (1) Side by site or over
  under composites to preview in my 3d TV and web delivering; (2) separated
  L/R files for blu-ray and DCP authoring.

 (2) works in the branch I think. (1) does not at the moment but would
 fit as a file save option.

  Nevertheless, even with a good camera, sometimes we need to “lie” to get
  good results. For example, to certain shot to work in stereo I may need
 to
  control convergence of objects and background separately. Imagine a space
  scene: camera close to an alien pilot in the cockpit, a second spaceship
 10
  meters way, and the star field in the background… No real camera rig
 would
  get this right in one shot. We better control convergence plane by plane
 in
  composite.
 
  Other example: take a real footage stereo shot, track it and try to place
  3d elements over it. Having access to R/L views from Render Layers is
  essential for a good match.

 Ok, as far as I can tell all that fits in the current design.

  When producing a stereo film, I miss these things:
 
  1. A real stereo camera (or a good L/C/R camera rig) with numeric and
  visual convergence/safe areas controls. Schneider's add-on is a good
  starting point.
  2. OpenGL stereo preview of viewport, based on camera rig convergence. (I
  think corrected color anaglyph or b/w anaglyph is the most useful here).
  3. Easy way to render L/R views with Cycles speed optimizations: not
  calculating geometry twice, for instance.
  4. Easy way to access L/R views from Render Layers in Node Editor for me
 to
  compose whatever I want. The Stereo Node that I proposed is not
 essential,
  but something user-friendly as a ubbershader.
  5. EXR support for L/R views archiving, no doubt.

 2,3,5 are implemented, 1,4 are planned I think. See here for the todo list:
 https://github.com/dfelinto/blender/issues

  1. Separate stereo preview in Blender's viewport (OpenGL / 3D View) from
  render output in Image Editor. We don’t need automated multiview in Image
  Editor, because the way it is done just masses with node editor/composite
  output.
  2. Let me do my stereo composites in node editor. If you want to help
  newcomers, create a Stereo Node, as I have proposed.
  3. I need to access views from a Render Layer the same way I have access
 to
  render passes.
  4. Let us use the great work Dalai is doing with EXR 2 and go further by
  adding ways to merge and insert new layers in composite output. This way
 we
  could work views from Render Layers separately and recompose them to save
  in EXR. The same functionalities would allow me to add/merge other new
  layers (corrected mattes for instance) to composite output, so I can save
  as EXR as well. This would be helpful for communicating with other
  software, or among different teams.

 As far as I can tell, this all boils down to a different workflow than
 the branch has now. Instead of running the compositor once for each
 view, you want the compositor to run once and manually make a setup
 that applies nodes to both

Re: [Bf-committers] Multiview branch feedback

2013-06-17 Thread Adriano Oliveira
Brecht,

I think I wrote enogh to explain my analisys. It is a lot more than simply
my way is better.

Let's wait for other users that are rely working with stereo to publish
their feedbacks too.

I rest my case for now ;)

Adriano


2013/6/17 Brecht Van Lommel brechtvanlom...@pandora.be

 Hi Adriano,

 I can't do much with this answer, to me this reads it's better
 because it's better. It doesn't explain how anything that is possible
 in your workflow will not be possible now, or how your workflow is
 simpler. I'd like to understand it but as far as I can tell you are
 just reiterating how you want it to work and not why it should work
 that way?

 To me this is similar to the color management and
 premultiplied/straight alpha discussions, and to the way full sample
 AA works for example. Some people will say, just give me the nodes to
 do all the conversions and I'll set it up myself. That's on way to do
 it and we can support that. If you want to create a separate scene for
 compositing and composite the L/R parts in one nodes setup, you should
 be able to do that.

 But we can provide a higher level workflow too that makes things
 easier for most users. And for that workflow I think it's important to
 have a good separation between what you do in the compositing nodes
 and the particular stereo method that is used for display and file
 saving.

 Thanks,
 Brecht.

 On Mon, Jun 17, 2013 at 2:51 PM, Adriano Oliveira
 adriano.u...@gmail.com wrote:
  Hi Brecht,
 
  But can you explain to me specifically why that is better than the
  workflow used in the branch?
 
  Because it is more simple and better fits in actual Blender logic. It is
  also the way everey other composite sistem works, as far as I know.
 
 
  But why? How is this different from the RenderLayer/RenderPass
  distinction we have already?
 
  The current SELECT VIEW approach in Image Editor is leading to
 limitations
  and changing too much in Blender UI and Node Editor.
 
  • Select View is not necessary because we already have Select Pass and
 L/R
  views are simply new kind of passes.
  • Select View 3-D offers a fancy fast-composition that is independent
  from Node Editor, so it turns Image Editor inconsistent with composition.
  • Implementing Select View is a danger, because it changes a lot in Node
  Editor output logic, without offering as much.
  • Treating L/R as passes is just enough. We add new possibilities and
 don't
  chage a lot what is already working.
  • Obtaining Image Editor stereo outputs through composition nodes is just
  enough and safer.
  • To keep node editor compatible with new EXR capabilities we just need a
  Nuke like merge channel node, so we can re-insert decomposed layers and
  output them to a single file. This is useful beyond stereo.
  • STEREO PREVIEW option in 3D View is ok. We don't need stereo options in
  user preferences, as long as automated preview would only affect 3D View,
  and Node Editor affects Image Editor.
 
  Let's just not add to Node Editor/Image Editor  things that leads to
  different and untested workflows that we don't miss.
 
  This is a very nice discussion!
 
  :D
 
  Adriano
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[Bf-committers] Multi-view branch UI proposal

2013-06-17 Thread Adriano Oliveira
Hi Brecht and Dalai,

Here goes a visual proposal:

https://dl.dropboxusercontent.com/u/33950890/multiview%20UI.pdf



Adriano
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Re: [Bf-committers] Multiview branch feedback

2013-06-17 Thread Adriano Oliveira
 I haven't used this blender multiview branch and have only skimmed over
 this thread briefly, but it seems to me that it works in a similar way to
 nuke. In nuke, you can set up as many views as you like, and by default,

nodes will apply the same processing to the multiple views in an input
 stream.

 Yes.


 It's possible to split off individual views into individual data streams,
 process them independently, and then join them back into the one stream if
 you like,


Only for saved files. I want this for Render Layers also.


 and it's also possible to split individual parameters on nodes so
 you can apply different parameter values to different views. In general
 though, you're passing all views down your comp network together as a
 single data stream.


No, and it is exactly what I am proposing to be implemented.


 There are also additional nodes that specifically deal
 with multiview inputs, for example nodes to change convergence.


Not at the moment, but is part of what I am requesting.
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Re: [Bf-committers] Multi-view branch UI proposal

2013-06-17 Thread Adriano Oliveira
Ok for Select View logic as long as it is a EXR recomandation.

Here goes a 1.2 Update, with other small fixes.

https://dl.dropboxusercontent.com/u/33950890/multiview%20UI.pdf


Adriano A. Oliveira

Livro: http://goo.gl/WtcNX
Lattes: http://lattes.cnpq.br/8343393957854863
Blog Anodinidades: http://anodinidades.wordpress.com/
Produções audiovisuais: *http://vimeo.com/anodinidades/videos*
http://vimeo.com/anodinidades/videosFotografia:
http://www.flickr.com/photos/adriano-ol/
Facebook: http://www.facebook.com/adriano.ol
Twitter: http://twitter.com/anodinidades


2013/6/17 Dalai Felinto dfeli...@gmail.com

 Some comments:

 1) You are mixing up display modes (side-by-side, anaglyph, ..) with
 view selector (left, right, ...). That's a bad design in my opinion.

 2) The view modes (side-by-side, ...) have to be applied for the
 whole screen. Right now you choice the 3D stereo display mode in user
 preference because your 3D display is part of your workstation setup.
 If you have a 3D display that take side-by-side you will use side-by
 side with it all the time.

 2.1) That said, I think (for the sake of flexibility) it's reasonable
 to have 3D stereo mode per window. That should be set in the Info
 Editor header though, not in viewport/render panels.

 3) Arguably, the fact [that] there are multiple views of a pass in an
 EXR is only as interesting to the artists as that it contains R,G,B,A
 channels.  (Peter Hillman, OpenEXR dev)

 To show the Combined.left and Combined.right is not aligned with that.
 And I can't see why you would want that (it makes the UI clumsy)

 4) That said, to have an option to select the view you want to render
 from a given RenderLayer node MAY work. The big problem here is that
 if you want to compose multiple views at the same time you need to
 have one scene dictating how many views (and which views) we are
 rendering.

 Right now we are doing something like:

 for view in render.views:
   compose (view.name)

 I think the benefits of being able to compose multiview natively still
 beats the potential advantages of rendering individual views of a
 RenderLayer.

 5) The option of selecting the multiview camera to use in the viewport
 is not a bad idea. In a way it's similar with what we have for the
 Image Editor.

 6) The option of selecting the views in the render panel may be
 interesting. But I will restrict that to left, right, view1, view2,
 ..., All. Again (see 1) no EXR, Anaglyph, ... here.

 6.1) We could later implement an easy way to output side-by-side,
 anaglyph, ... My original idea (nowhere implemented) in the Image
 Editor you should even be able to select how to save the stereo image
 (single view, all views [EXR], stereo [anaglyph, side-by-syde, ...]).


 I'm really busy so I'm taking slow in the emails. I was actually
 planning to reply to your other proposal email only after I was done
 with the review changes proposed by Brecht. But feedback like yours
 (specially when concise and well structured) is really welcome.

 Cheers,
 Dalai


 Why not only change the view mode (side-by-side, ...) in the user p
  você está misturando forma de visualizar (side-by-side, ...) com que
 view ver (left, right, ...)
 e o image editor precisa de 3D tanto quanto o viewport
 Que mais, acho que mostrar os passes 1 a 1 não faz sentido (acho que o
 brecht já tinha argumentado a respeito)
 Nas palavras das especificações do EXR:
 para o artista, o fato de que um passe tem multiplas views é tão
 (ir)relevante quanto o fato de que tem R, G, B
 ou seja, a view faz parte do pass
 Agora, acho interessante a idéia de ter um seletor de view no Render
 panel e na viewport
 --
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 www.dalaifelinto.com


 2013/6/17 Adriano Oliveira adriano.u...@gmail.com:
  Hi Brecht and Dalai,
 
  Here goes a visual proposal:
 
  https://dl.dropboxusercontent.com/u/33950890/multiview%20UI.pdf
 
 
 
  Adriano
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Re: [Bf-committers] Multiview branch feedback

2013-06-16 Thread Adriano Oliveira
So...?

Adriano


2013/6/11 Adriano Oliveira adriano.u...@gmail.com

 Hi Dalai,

 I would like to contribute with some feedbacks to your branch from a
 user’s point of view.

 First of all, congratulations for the initiative and for the outcome so
 far. It is a remarkable achievement, no doubt.



 *What I like the most:*

 -  Now it is possible to render Left and Right views from two
 cameras in the same scene!

 -  These two views are treated as layers or meta layers and can
 be saved as channels in EXR 2.0!

 -  It is possible to preview the two views as composites
 (anaglyphs, side by side…) in 3d viewport, what is great for animators.



 In my humble opinion, the problems are related to the fact that the very
 implementations that allow stereo preview in 3d viewport are leading to
 lack of control in Image Editor and Composite. To be more specific:



 *What I am not sure of and proposals:*

 -  The same approach that allows previewing stereoscopy in 3d
 viewport is not as useful in Image Editor (render outcome) and Composite. I
 think it is better that Image Editor only shows stereo images as long as
 they have been composed in Composite as such.

 -  For that reason, I would remove the “3-D” option in “Select
 View”. Better: In Image Editor I would remove this new “Select View”, for
 it leads to confusion when dealing with Composite outputs. Even though it
 may seams repetitive, it is more correct and informative to add the views
 ids in the old “Select Pass”, by adding suffixes: Composite.Left;
 Composite.Right; Z.Left; Z.Right… These suffixes should be added whenever
 the user activates L or R views in Render Views.

 -  In consequence, stereo automated previews shoud not be a UI or
 Blender Window general option in Preferences, but an option only related to
 a single 3d Viewport, in the very Viewport.

 -  In Composite, Render Layers nodes are lacking a switch for
 choosing Left or Right, like Image nodes already have. Both should offer
 Left and Right switches, and…

 -  Render Layers and Image nodes should NOT offer a “3-D” switchfor 
 it is not useful in Composite and leads to confusion. 3-D is not a
 channel within Render Layer or Image, it’s just a fast composition option
 of two layers, based on generic parameters.

 -  It is more logical to get stereo outcome composing Left and
 Right in a new “Stereo Node”, that would offer: 02 inputs (channels from
 toggled L / R Render Layers or Image nodes), 01 selector with presented
 stereo modes (side by side, over under…); 01 input numerical parameter for
 convergence correction; 01 composed stereo image output.



 Very important: this Stereo Node is only for final composed output files
 (PNG, TIFF) and Movies. We need to implement another new node for
 “optional” re-merging the decomposed L/R views for output as channels in
 Composite (for editing stereo in Sequecer, for instance) or as
 channels/layers in EXR 2.0 files.

 This logic of decomposing layers to better work with them, and then
 merging them together later with a new “Merge Channel” or “Merge Pass” node
 is similar to what Nuke already does. This only would be (stereo aside) a
 great implementation in Blender Composite, and must in EXR 2.0 logic.

 I hope to help.

 Adriano A. Oliveira


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Re: [Bf-committers] Multiview branch feedback

2013-06-16 Thread Adriano Oliveira
Further UI feedbacks:

- Change any reference to 3-D to Stereo or Multiview.
- I would prefere not create a new Render Views tab in Properties pannel,
as long as it's not fundamental for most users. It's functions may better
be relocated to recently created Render Passes tab.
- [Not shure] I would create a new STEREO PREVIEW panel, based on existing
3D VIEW. This panel should offer the options that are now hided in User
Prefereces, so I can dinamicly chose Anagliph, Side by Site etc.
- As I have explanad below, Image Editor should not offer any 3-D switch.
Image Editor should show stereo composites as long as they are expresed
composed in Composite.



Adriano A. Oliveira

Livro: http://goo.gl/WtcNX
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2013/6/11 Adriano Oliveira adriano.u...@gmail.com

 Hi Dalai,

 I would like to contribute with some feedbacks to your branch from a
 user’s point of view.

 First of all, congratulations for the initiative and for the outcome so
 far. It is a remarkable achievement, no doubt.



 *What I like the most:*

 -  Now it is possible to render Left and Right views from two
 cameras in the same scene!

 -  These two views are treated as layers or meta layers and can
 be saved as channels in EXR 2.0!

 -  It is possible to preview the two views as composites
 (anaglyphs, side by side…) in 3d viewport, what is great for animators.



 In my humble opinion, the problems are related to the fact that the very
 implementations that allow stereo preview in 3d viewport are leading to
 lack of control in Image Editor and Composite. To be more specific:



 *What I am not sure of and proposals:*

 -  The same approach that allows previewing stereoscopy in 3d
 viewport is not as useful in Image Editor (render outcome) and Composite. I
 think it is better that Image Editor only shows stereo images as long as
 they have been composed in Composite as such.

 -  For that reason, I would remove the “3-D” option in “Select
 View”. Better: In Image Editor I would remove this new “Select View”, for
 it leads to confusion when dealing with Composite outputs. Even though it
 may seams repetitive, it is more correct and informative to add the views
 ids in the old “Select Pass”, by adding suffixes: Composite.Left;
 Composite.Right; Z.Left; Z.Right… These suffixes should be added whenever
 the user activates L or R views in Render Views.

 -  In consequence, stereo automated previews shoud not be a UI or
 Blender Window general option in Preferences, but an option only related to
 a single 3d Viewport, in the very Viewport.

 -  In Composite, Render Layers nodes are lacking a switch for
 choosing Left or Right, like Image nodes already have. Both should offer
 Left and Right switches, and…

 -  Render Layers and Image nodes should NOT offer a “3-D” switchfor 
 it is not useful in Composite and leads to confusion. 3-D is not a
 channel within Render Layer or Image, it’s just a fast composition option
 of two layers, based on generic parameters.

 -  It is more logical to get stereo outcome composing Left and
 Right in a new “Stereo Node”, that would offer: 02 inputs (channels from
 toggled L / R Render Layers or Image nodes), 01 selector with presented
 stereo modes (side by side, over under…); 01 input numerical parameter for
 convergence correction; 01 composed stereo image output.



 Very important: this Stereo Node is only for final composed output files
 (PNG, TIFF) and Movies. We need to implement another new node for
 “optional” re-merging the decomposed L/R views for output as channels in
 Composite (for editing stereo in Sequecer, for instance) or as
 channels/layers in EXR 2.0 files.

 This logic of decomposing layers to better work with them, and then
 merging them together later with a new “Merge Channel” or “Merge Pass” node
 is similar to what Nuke already does. This only would be (stereo aside) a
 great implementation in Blender Composite, and must in EXR 2.0 logic.

 I hope to help.

 Adriano A. Oliveira


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Re: [Bf-committers] Multiview branch feedback

2013-06-16 Thread Adriano Oliveira
. In addition, if we implement a node do add/merge
new layers in the composition, we will need to see them listed in Image
Editor's SELECT PASS.

Small points:

6. Let’s change any reference to 3-D to Stereo or Multiview.
7. I would prefer not create a new Render Views tab in Properties panel.
It's functions may better be relocated to recently created Render Passes
tab.


Best regards,

Adriano A. Oliveira


2013/6/16 Brecht Van Lommel brechtvanlom...@pandora.be

 Hi,

 Thanks for the feedback. Dalai might have a different opinion but here
 is my take on this design.

 On Wed, Jun 12, 2013 at 4:22 AM, Adriano Oliveira
 adriano.u...@gmail.com wrote:
  In my humble opinion, the problems are related to the fact that the very
  implementations that allow stereo preview in 3d viewport are leading to
  lack of control in Image Editor and Composite. To be more specific:

 The current workflow is to composite the left view and right view
 using the same node setup. Being able to run compositing for stereo
 renders without needing special nodes is very valuable I think. It
 makes it easy to switch stereo on, and switch it back off as well
 without having to fiddle with nodes. Of course there may be more
 advanced scenarios where you want special nodes to somehow use both
 left and right views in a single node setup, but I don't see why you
 would make that a requirement.

 Can you be more specific about why you think it has to work this way,
 like specific node operations that you need to be able to do that are
 not possible now?

  *What I am not sure of and proposals:*
 
  -  The same approach that allows previewing stereoscopy in 3d
  viewport is not as useful in Image Editor (render outcome) and
 Composite. I
  think it is better that Image Editor only shows stereo images as long as
  they have been composed in Composite as such.

 Why is this better? Isn't it useful to be able to enable stereo, press
 render, and get a stereo image immediately?

  -  For that reason, I would remove the “3-D” option in “Select
  View”. Better: In Image Editor I would remove this new “Select View”, for
  it leads to confusion when dealing with Composite outputs. Even though it
  may seams repetitive, it is more correct and informative to add the views
  ids in the old “Select Pass”, by adding suffixes: Composite.Left;
  Composite.Right; Z.Left; Z.Right… These suffixes should be added whenever
  the user activates L or R views in Render Views.

 I'm not sure why this is more correct, I don't see why representing
 these as passes instead of views helps? The only reason OpenEXR stores
 them this way is to keep the file format compatible, but for user
 interfaces it makes sense to represent things more organized and not
 at this low level. We could have done the same for RenderLayers and
 RenderPasses, putting them all together in one big list. They full
 names in OpenEXR files are RenderLayer.Z.Left, etc. But this does not
 make for a better UI in my opinion.

  -  In consequence, stereo automated previews shoud not be a UI or
  Blender Window general option in Preferences, but an option only related
 to
  a single 3d Viewport, in the very Viewport.

 I can see how it would be useful to have control over this at the
 viewport level. But even if we have that a default stereo viewing
 method in the user preferences seems like a good idea to me? It
 depends on the monitor and operating system configuration so it
 belongs in user preferences I think.

  -  In Composite, Render Layers nodes are lacking a switch for
  choosing Left or Right, like Image nodes already have. Both should offer
  Left and Right switches, and…

 I think there were some plans to allow you to use a specific view in
 the Render Layer instead of automatically left/right but I'm not sure
 what the status of that is. You would get the options Auto / Left /
 Right and then you can choose which view to use. If it's there for
 images I guess it will be there soon for Render Layer nodes too.

  -  Render Layers and Image nodes should NOT offer a “3-D”
  switchfor it is not useful in Composite and leads to confusion. 3-D is
  not a
  channel within Render Layer or Image, it’s just a fast composition option
  of two layers, based on generic parameters.

 Not sure why this is a problem. These settings in the header are just
 a way to specify what you want to view. So why not specify there that
 you want to view Left, Right or 3D? Is it because it might confusing
 users into thinking this data will be saved in files? I can see that,
 maybe the UI should be designed to make that more clear. The option to
 view 3D should be there somewhere though.

  -  It is more logical to get stereo outcome composing Left and
  Right in a new “Stereo Node”, that would offer: 02 inputs (channels from
  toggled L / R Render Layers or Image nodes), 01 selector with presented
  stereo modes (side by side, over under…); 01 input numerical parameter

[Bf-committers] Multiview branch feedback

2013-06-11 Thread Adriano Oliveira
Hi Dalai,

I would like to contribute with some feedbacks to your branch from a user’s
point of view.

First of all, congratulations for the initiative and for the outcome so
far. It is a remarkable achievement, no doubt.



*What I like the most:*

-  Now it is possible to render Left and Right views from two
cameras in the same scene!

-  These two views are treated as layers or meta layers and can be
saved as channels in EXR 2.0!

-  It is possible to preview the two views as composites
(anaglyphs, side by side…) in 3d viewport, what is great for animators.



In my humble opinion, the problems are related to the fact that the very
implementations that allow stereo preview in 3d viewport are leading to
lack of control in Image Editor and Composite. To be more specific:



*What I am not sure of and proposals:*

-  The same approach that allows previewing stereoscopy in 3d
viewport is not as useful in Image Editor (render outcome) and Composite. I
think it is better that Image Editor only shows stereo images as long as
they have been composed in Composite as such.

-  For that reason, I would remove the “3-D” option in “Select
View”. Better: In Image Editor I would remove this new “Select View”, for
it leads to confusion when dealing with Composite outputs. Even though it
may seams repetitive, it is more correct and informative to add the views
ids in the old “Select Pass”, by adding suffixes: Composite.Left;
Composite.Right; Z.Left; Z.Right… These suffixes should be added whenever
the user activates L or R views in Render Views.

-  In consequence, stereo automated previews shoud not be a UI or
Blender Window general option in Preferences, but an option only related to
a single 3d Viewport, in the very Viewport.

-  In Composite, Render Layers nodes are lacking a switch for
choosing Left or Right, like Image nodes already have. Both should offer
Left and Right switches, and…

-  Render Layers and Image nodes should NOT offer a “3-D”
switchfor it is not useful in Composite and leads to confusion. 3-D is
not a
channel within Render Layer or Image, it’s just a fast composition option
of two layers, based on generic parameters.

-  It is more logical to get stereo outcome composing Left and
Right in a new “Stereo Node”, that would offer: 02 inputs (channels from
toggled L / R Render Layers or Image nodes), 01 selector with presented
stereo modes (side by side, over under…); 01 input numerical parameter for
convergence correction; 01 composed stereo image output.



Very important: this Stereo Node is only for final composed output files
(PNG, TIFF) and Movies. We need to implement another new node for
“optional” re-merging the decomposed L/R views for output as channels in
Composite (for editing stereo in Sequecer, for instance) or as
channels/layers in EXR 2.0 files.

This logic of decomposing layers to better work with them, and then merging
them together later with a new “Merge Channel” or “Merge Pass” node is
similar to what Nuke already does. This only would be (stereo aside) a
great implementation in Blender Composite, and must in EXR 2.0 logic.

I hope to help.

Adriano A. Oliveira
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Re: [Bf-committers] Stereoscopy Implementation Proposal

2013-04-15 Thread Adriano Oliveira
Hi Dalai,

My intention in showing off is just state my interest in stereoscopy in
Blender.
The boat is not CC, but it is ok to use on tests, as long as you don't
share the model. I can send it to you as soon as possible.

Producing stereoscopic renders are realy easy in any 3d software, but
controling to get good takes is very hard and few softwares have good free
tools already implemented.

My exemple test is no good: the saparetion is too intense and it causes
problems to resolve in perception. I have a better render now, with
convergence corrected in After Effects, that has a nice and easy pluging to
deal with two cameras renders.
I have done three vertions: anaglyph, optimized analglyph [see link below],
and side by side. This last one to wach in .mp4 on my LG passive 3D TV, via
USB flashdrive (no need of a external player).

The conclusion: anaglyph is useless but for preview. 3D Tvs/monitors are
the way to go.

http://www.svoigt.net/index.php/tutorials/22-stereoscopic-3d/29-optimized-anaglyph

I like very much the development of your proposal.

PS: Sebastian Schneider's addon is not 100% funtional with latests builds,
since render layers got to its own place in UI.

;)



Adriano A. Oliveira

Livro: http://goo.gl/WtcNX
Lattes: http://lattes.cnpq.br/8343393957854863
Blog CG Total: http://cgtotal.net
Blog Anodinidades: http://anodinidades.wordpress.com/
Produções audiovisuais: *http://vimeo.com/anodinidades/videos*
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Twitter: http://twitter.com/anodinidades


2013/4/15 Dalai Felinto dfeli...@gmail.com

 Hi Adriano, not sure what to get from the test. I guess this means you
 are able to work with Blender as it, so there is no need for a more
 robust stereo support? ;)

 Now seriously, is this file cc? If so can you send it over? (or at
 least one exr per eye?). It will help with the tests at some point.
 --
 A quick update: I'm done with the read/write routines for multiview.
 The current code is on:
 http://github.com/dfelinto/blender/tree/multiview

 So far the implementation is by considering the views just as another
 pass (one of Ton's ideas). For example:

 RenderLayer.Combined.left.R

 layer: RenderLayer
 pass: Combined.left
 channel: R

 Note also that Combined.left is a pass and Combined.right would be another
 pass.
 My next goal is to tackle render. For that I'll add views to the
 scene, which are a camera and a name.

 The plan is as follow:
 1) read multiview exr   [done]
 2) see multiview in UV/image editor as mono [done]
 3) write multiview exr  [done]
 4) render in multiview
 5) compo in multiview
 6) see multiview in UV/image editor as stereo
 7) see viewport preview
 8) ?

 --
 Dalai
 blendernetwork.org/member/dalai-felinto
 www.dalaifelinto.com


 2013/4/14 Adriano Oliveira adriano.u...@gmail.com:
  A new test:
 
  http://youtu.be/LhbkgRXBVJU
 
 
  Adriano A. Oliveira
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Re: [Bf-committers] Stereoscopy Implementation Proposal

2013-04-14 Thread Adriano Oliveira
A new test:

http://youtu.be/LhbkgRXBVJU


Adriano A. Oliveira
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Re: [Bf-committers] Stereoscopy Implementation Proposal

2013-04-03 Thread Adriano
Sugestion:

It would be nice if we can manage to set an existing camera to be left or
right, and don't me moved at all when we setup planes in stereoscopy.

This would be very usefull to convert old project to 3d, so we can keep old
renders as left or right and just render one new camera.

If the addon turns old camera into center, this is not possible and we
have to render every thing allover again.





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Re: [Bf-committers] Stereoscopy Implementation Proposal

2013-04-01 Thread Adriano
Loved to know about this proposal, Dalai.

I have been studing stereoscopy lately.
I use this addon a lot:

http://www.noeol.de/s3d/


I sugest the funcionalities in this Plugin for 3dsmax:

http://davidshelton.de/blog/?p=354

hope to contribute more soon.

Adriano




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