Re: [Bf-committers] Possible Render Noise Filter?
I also recall a talented Luxrender core developer tried to implement it but the earlier result were disappointing. Besides, for production rendering and animation, quality issues are quite obvious for the eyes. This field of research, filtering the montecarlo noise, seems promising but it isn't quite threre yet. 2012/11/17 Campbell Barton ideasma...@gmail.com (since nobody else answers) - I recall it being posted in #blendercoders a while back, so quite sure cycles devs (aka Brecht) knows about it. On Tue, Nov 13, 2012 at 9:46 AM, Jason W. jason.a.wilk...@gmail.com wrote: Has anyone evaluated this paper? http://agl.unm.edu/rpf/ Seems like a potential addition to either cycles viewport rendering and/or a couple of compositor node. It takes as few as 8 samples per pixel and is comparable with many many times more for about 3 times the computation of 8spp. It preserves detail and edges well. Not sure what the additional memory use would be. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.63 Release AHOY!
Hi, from what i remember Mike Farnsworth also contributed with a couple of patch for cycles, for importance sampling and float(hdr) textures support? Cheers. 2012/4/26 Campbell Barton ideasma...@gmail.com Updated credits page: http://www.blender.org/development/credits Anyone who did patches will see yourselves there too. On Fri, Apr 27, 2012 at 4:46 AM, Sergey Sharybin sergey@gmail.com wrote: Hello everyone! Here's information for platform maintainers about revisions used for release: Tag: blender-2.63-release Main tree revision: r45996 Addons revision: r3314 Translation: r574 Thanks everobody for the release! -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] For MinGW builders
We, sad and depressed obligated Windows people are happy now again! Thanks you very much Antony Riakiotakis! 2012/4/23 Antony Riakiotakis kal...@gmail.com Hi, from the cvs log (yes it's quite long I don't want to rewrite it :) ): First MinGW-w64 support for cmake has been added. To test I recommend this build: http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/ray_linn/GCC-4.7.0-with-ada/mingw-w64-gcc-4.7.0-runtime-2.0.1-static-ada-20120330.7z/download Other builds may also work but due to the constantly changing nature of the compiler this cannot be guaranteed. I often had to change compilers while building the libraries and this one is the one that did the job for most of them. This first support is experimental and considered advanced. To enable pass -DWITH_MINGW64 during cmake configuration. Also make sure to extract the compiler on C:/MinGW and that MinGW/bin is in your path. To build check out lib/mingw64. Initially the support is lacking until I get every library compiled correctly. For now you should disable WITH_CYCLES(sorry, I know some people are dying to do benchmarks, but still a few libs to go), WITH_IMAGE_OPENEXR, WITH_OPENCOLLADA, WITH_LIBMV and WITH_CODEC_FFMPEG(links but hangs on startup). Still the tools are working, the memory limit is increased and due to the experimental nature of the setup, full optimization with SSE2 is available, which makes the build quite fast. Also the compiler and especially, the linker are way faster than regular MinGW. The wiki docs have also updated. Happy testing! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cycles + AO + Transparency
I am pretty sure it does work with transparent BSDF, and not with caustics i.e. using glass bsdf , so if you are using glass bsdf, use light path node to switch to transparent bsdf at least for shadow/diffuse rays or whatever ray you need. Cheers 2012/4/22 Tobias Oelgarte tobias.oelga...@googlemail.com I made some experiments with Cycles today and I noticed that AO sees all faces as opaque, like the internal Renderer did. That means that a face with glass material (entirely or nearly entirely transparent) will be dark (itself) at parts close to other geometry. Should AO not have much less impact on such surfaces? Otherwise it can be hardly combined with transparent materials. Do you see room for improvement or should it stay this way? Greetings from Tobias Oelgarte ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] UI changes from cycles branch
When i started with blender 2.48, for a month at least i wasn't able to distinguish when a button was pressed or not because of the flat and shadeless style, so -1 for that. +1 to give a panel title background a little background color difference. Arrows in combo boxes are useful for beginners, -1 for the change I don't have any special inclination for the other changes. cheers. 2011/10/23 François T. francoistarl...@gmail.com Even though I like it better with your modification, I do agree with Matt this is just a design subjectif point of view. not sure if it MUST be changed or not. 2011/10/24 Αντώνης Ρυακιωτάκης kal...@gmail.com Matt Ebb +1 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Let us switch to git, pretty please
From my experience i can clearly see that Blender project should be using GIT or Mercurial, and that switch is not only about eficiency and less pain, but also new development possibilities. Also, those who control the main code repository have the oportunity to demostrate that blender REALLY belongs to everyone. Cheers. 2011/5/27 GSR gsr@infernal-iceberg.com Hi, nat...@letworyinteractive.com (2011-05-27 at 1008.18 +0300): Another thing thats been discussed is having an SVN hook in our existing repo which keeps a GIT repo in sync. Currently the available GIT repos have some lag from trunk, With git matching trunk it would help us evaluate GIT without having to switch completely (interested in Nathan's opinion on this), it comes up from time to time as something we should do. Running from my machine or directly with hook, whenever a new branch is created syncing fullblender takes a day or two. Having this hosted on a different machine than mine at home is always a good thing to look into. The barebone repo is 1.83GB right now. 1 day to push the git result or to import the branch op into git? The later here takes more or less the same than a (huge) commit, so it sounds suspicious (and git network ops are also rather efficient, so the first is also weird to hear...). GSR ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] translate to 2.5
Right querry format: Hi, blah blah HELP blah blah, THANKS. Not being kind could lead to segmentation fault in this translator engine. Cheers. 2011/5/10 Campbell Barton ideasma...@gmail.com 2011/5/10 Yuniel Castro González ycast...@estudiantes.uci.cu: 1- nuobs = Create(10) *no equivalent* 2- scn = Scene.getCurrent() scn = bpy.context.scene 3- num = Blender.Noise.random() num = noise.random() num = random.random() # pythons random module. 4- randobjects = Blender.Object.GetSelected() randobjects = bpy.context.selected_objects ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] console window back to appear
Help Menu - Toggle system console Cheers 2011/5/8 Yousef Hurfoush ba...@msn.com is console window back to appear on the startup a bug thing or is it a new option ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] cycle todo list
Hi, @Vilem Novak Regarding to SLG, it has been developed as a test platform for ported GPU algorithms to be integrated latter in LuxRender, even now SLG is going to be a more serious effort, is unclear how it is going to driven, or if it will keep being a test platform. Besides the orientation of SLG is mostly towards to physical based rendering, using mainly unbiased techniques and limited amount of physical shaders. Cycles as Brecht point out, tries to fit a space between totally customizable/biased renders like Renderman, and Phiscal based renders like Lux, SLG and so on. Brecht has been doing s serious design and developing from the foundation, SFX capabilities like a powerful network shader system, OSL shading leguague and other things. To me SLG could be a complementary effort if it tries to maintain its position. Cheers. 2011/4/29 Vilem Novak pildano...@post.cz Another question is, why not to take an OpenCL renderer which is allready quite usable and go on from it? there has been recently a new release of smalluxgpu renderer, and in the accompanying forum a wish for direct integration into blender was mentioned. http://www.luxrender.net/forum/viewtopic.php?f=34t=5987 for those who are not familiar with slg, here you can see the direct interaction between slg and blender in Livemode: http://www.youtube.com/watch?v=bSQoJW9ajmU note that this livemode isn't integrated and has to transport all data to the renderer. Smalluxgpu is based on Luxrays, a raytracing library supposed to work with OpenCL and CUDA, just that the CUDA backend wasn't started/used yet(as far as I know), because there was no need for it. SLG was allready tested on various hardware, and because it is OpenCL, you can also run it only on the processor, without GPGPU cards. Cheers, vilem Původní zpráva Od: Aurel W. aure...@gmail.com Předmět: Re: [Bf-committers] cycle todo list Datum: 29.4.2011 11:49:37 Hi, before taking this too much off the ground, wouldn't it be better to just stick to OpenCL right from the beginning? I think if this is too much tightened to CUDA from the beginning, we won't see an OpenCL port afterwards. I haven't looked at the architecture of cycles yet and to which degree it's implemented in CUDA, but when it is more, than just a simple raytracing core, as it's done now in luxrender, it would be painful to get OpenCL porting, after a lot of functionality is implemented. aurel On 28 April 2011 22:55, Dan Eicher d...@trollwerks.org wrote: Also... This boost-1.44 patch breaks the compile: https://svn.boost.org/trac/boost/changeset/62245/trunk/boost/detail/sp_typeinfo.hpp ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera view navigation rant
Are there some events in bpy like OnStartTransformingViewport ,OnENDTransformingViewport etc, I would prefer to have those events so then we can write a very easy script to make the camera follow the viewport manipulation or whatever we want to do with our viewports. I think we should ask to Campbell make us the bed, and then we can make our dirty stuffs there ;) 2011/4/24 Jonathan Williamson shadowdrag...@gmail.com Count me in agreeance too! I don't even bother to use fly mode. I find it nearly useless. Jonathan Williamson http://blendercookie.com http://mavenseed.com On Apr 24, 2011, at 5:53 PM, Brandon Phoenix ktblu...@yahoo.com wrote: I'm not a dev, but I definitely agree with you Daniel. I find that view mode rarely worthwhile. I think it may be useful to look at the way UDK does this (being an FPS engine). UDK uses W and S to control movement on the Y plane, A and D for the X plane, and SPACE and C for the Z. Mouse movement is used for rotation, and the scroll wheel is used to change the speed of movement. I would recommend, for use in Blender to add Q and E to control roll. Working with that engine, I've found the movement scheme to be incredibly useful for navigating large scenes. UDK is available here: http://www.udk.com/ Hope that helps make a decision. Brandon Phoenix Date: Sun, 24 Apr 2011 15:55:46 -0600 From: Daniel Salazar - 3Developer.com zan...@gmail.com Subject: [Bf-committers] Camera view navigation rant To: bf-blender developers bf-committers@blender.org Message-ID: banlktinay9yzorasxkdbenshiou0rgz...@mail.gmail.com Content-Type: text/plain; charset=UTF-8 So can we take a look at camera view navigation? It's like playing a space flight simulator every time I press Shift F, I just want to position and orient my camera, not to deal with inertia and atmosphere entering angle! (feels like that at least) http://chrome.atari.com/lunarlander/ The flight mode panning (WASD keys) is of no use.. again calculating directions and inercia and keeping in mind how many presses I've done for each side so I can try and counter act when I want a stop! (which never works btw, the counter act seems to never be able to reach zero again) this could be a test for new NASA astronauts. Trackball is a decent tool for orienting the camera but it is about 10 times too sensitive, and somehow seems like it's going the wrong direction (inverted axis?) I have asked for simple game like controls in the past, you know those first person shooter controls? those are intuitive and precise but the answer was something like naah fly simulator is cooler, we can fly like birds!, really that was an actual answer, supposedly for live recording the camera to keyframes. Also a lock camera to view option would be great so we can just move the camera like we move any other viewport am I the only one that doesn't get this? peace, Daniel Salazar 3Developer.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] when blender2.57beta starts not make zoom at mouse wheel
In Windows xp 32 and Win7 64 i experience this behaivor some times, but it quite rare. i even don't have a clue why it happens because it takes you by suprise, so a bug report is hard to make. Thanks 2011/4/6 Nathan Letwory nat...@letworyinteractive.com -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 6.4.2011 8:33, Agustin Benavidez wrote: Yes, it happens some times, but is i didn't find the reason to replicate it, but it happends some times. Cheers 2011/4/6 iozk hz iozk...@gmail.com i need to select the desktop and then blender to make that the blender responds at the mouse wheel On what operating system does this occur? /Nathan - -- Nathan Letwory Letwory Interactive | Studio Lumikuu http://www.letworyinteractive.com | http://www.lumikuu.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJNnJuuAAoJEKtfN7KsE0TtcrcH/Ro1OWACwdu/jE5ld+5Gdzi0 7Cq3IQxzJOAWqgCHleQeBKFmQRibpnzPU46AUOwIGqTf8LHc63/2WANi51L2pdw7 eW3NMuDSTvyRqJj9//g8Y9xfw0ixxjlFShZPwV441vslJYVXQ2W5TxoptaapIAzo 7u4TTPLFSpnOz2qm179A5vU/rNAxUZO1AH/5khI1l4Z3396ITi+qE566d/diw6PK xumEnnKPiM+5tbkEsTrEkoGMuut3Cr5dFDJQoP0kG3wXn7mPhokgU4FCUWype90m S6JoMKW9mprcaI9kA6SVTF0EMrlg9qnA5dD/Ka6TTNV5uwH0XOqkigHn7YiMuDM= =wXpw -END PGP SIGNATURE- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] when blender2.57beta starts not make zoom at mouse wheel
Yes, it happens some times, but is i didn't find the reason to replicate it, but it happends some times. Cheers 2011/4/6 iozk hz iozk...@gmail.com i need to select the desktop and then blender to make that the blender responds at the mouse wheel why? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Adding material slot behaviour - proposal
+100. Very frustrating, annoying and insanely messy, so empty slot or link the previous material is fine! 2011/4/2 Thomas Dinges blen...@dingto.org +1 for that too, empty slot or link Am 02.04.2011 20:44, schrieb Damir Prebeg: I also find this automatic material creation very annoying. Thumbs up for empty slot or link to existing mat. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Safety request for ctrl-U and File-Save User Prevs
Me too, i managed to override the default blend once in a while and is pretty annoying, because it doesn't happens all the time and you are not prepared for that, loosing all the changes you made. Not even a confirmation option, to me this is almost surreal, also a good point to bring back to the table the discussion of confirmation pocess in blender, sometimes blender abuses that you have precision of the robot when you are only a simple human being. Cheers. 2011/2/1 Knapp magick.c...@gmail.com Or a cascade of files from new to older. They are small enough and hard drives are huge these days so this should be no problem, even with 100 of them. 2011/2/1 Dalai Felinto dfeli...@gmail.com Ctrl+U does ask you to confirm if you want to save it. What you want is the same dialog when you call it from the menu? -- Dalai dalaifelinto.com 2011/2/1 Ρυακιωτάκης Αντώνης kal...@gmail.com Zes, it's true! Agree,agree! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Default for Raytracer Instancing
Even to avoid bug reports! Right now i am working on a heavy scene with raytracing, it sucks about 500 Mbytes with instancing on, and with instancing off it simply CRASH because it doesn't have the enough memory to build the tree! You can see it in the task manager, even in a 64bits with 8 gigabytes! So not only takes much less memory and faster render times, it also avoid out of memory crashes! Cheers. 2011/1/28 Daniel Salazar - 3Developer.com zan...@gmail.com Since there has been no reply by the decision makers, consider this a formal bump. There is confusion over instancing in blender and people *are wasting hours* on this. I propose to get rid of this option in the interface and make it on for every file, old or new. Quoting a piece of IRC conversation here :) dougal2 holy crap... much faster now, cheers :) ZanQdo Im still waiting for a reply in bf-commiters on my proposal of making that feature on by default.. ZanQdo nobody seems to care dougal2 I care - I would have assumes it would instance by default ! dougal2 1 hr+ wasted :( similar goes on all the time cheers Daniel Salazar ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Render Branch Plans
The 2.5x series are development series, so we have to take advantage of that state. Here we are a small studio waiting for use blender for long term project with blender internal render engine and we think that people can stand with bugs, but what they can't stand is to get the compatibility broken in the middle of a production. I don't know about the magnitude of the compatibility break for the new node based shading system, but seems that it won't be as big as the actual render branch changes. The merge should happen as soon as possible, also that will push to all of us to solve problems sooner. Regards. Agustin. 2010/8/11 Christopher Cherrett ccherr...@openoctave.org I say go for it :) Daniel Salazar - 3Developer.com wrote: As long as the bug tracker is taken seriously now about this render improvement (it wasn't during Durian) I don't have a problem with bugs cheers Daniel Salazar www.3developer.com On Wed, Aug 11, 2010 at 12:52 AM, Tom Mletter...@gmail.com wrote: Personally I'm fairly agnostic on merging it. Presumably it is 'more buggy' than head. The strongest arguements I can see for it are 1) Durian was rendered with it - it seems a bit contradictory to use Durian film shots as our screenshots if they were rendered with a different renderer than what is in head. 2) Changes of this nature might be preferred sooner rather than later. 3) It can actually render really high poly sculpts with less likelyhood of dying due to running out of ram. Biggest argument against it are that it quite likely has broken features that weren't used during Durian. As Campbell said it is mostly you and ton that should be making this decision. LetterRip On Tue, Aug 10, 2010 at 10:40 PM, Campbell Bartonideasma...@gmail.com wrote: Hi Brecht, think you know my opinion on the topic but since you didn't get a reply yet may as well post. *Disclaimer that I dont know render internals* My impression is that the render branch is reasonably stable in terms of crashing, but breaks compatibility in areas, some of these areas we didn't use for Durian so perhaps there are cases which users complain about immediately. Breaking compatibility I think we can cope with and merge soon - just needs to be documented. Stability is not so simple if you merge in bugs in not-well-tested code that can become really problematic later on (especially if you aren't available so much for render bug fixes). I remember minor changes I made in trunk could somethings conflict with the render branch and its nice to be able to look into a bug report without having to check the render branch to see if it still applies there, but these are fairly minor. Bottom line is you and Ton should decide since you will be the ones maintaining it. Assuming the problems are more about compatibility then stability: +1 for a merge soon. On Fri, Aug 6, 2010 at 11:12 PM, Brecht Van Lommelbre...@blender.org wrote: Hi all, I've written some docs on the render branch changes, more coming: http://wiki.blender.org/index.php/Dev:2.5/Source/RenderBranch I'll also release a patch for the new shading nodes, however they are only in a prototype stage and far from finished. There's no clear plan yet for when to merge the render branch changes (and I couldn't really discuss it properly yet before the Octane announcement). There's a few options: * Merge as soon as possible, so it ends up in 2.6. This means the changes then would be available immediately, disadvantage is that we make trunk more unstable, and have to break render compatibility twice, assuming a new shading refactor happens in a following release. * Merge after the 2.6 release. This means it will take a bit longer, but not get in the way of current bugfixing work to get a release out. Does most likely mean breaking render compatibility twice. * Merge along with a shading nodes refactor. It's unknown when this would be done, and I can't be involved with it much. Means everything can be changed at once and tested better. I looked into merging only safe changes that would not break compatibility much, but this seems to be very difficult, so I can't see other options. My personal preference would be to merge things after 2.6, maybe at that time others may be interested / have the time to improve things further. Brecht. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New Blender Foundation/Institute crew
This 2010/8/5 §ĥřïñïďĥï Ŗäö shrinidhi...@gmail.com Wish u all the best Brecht and Thanks for all the goodies you have put into blender . :) . thanks shrinidhi On Thu, Aug 5, 2010 at 6:44 PM, Brecht Van Lommel bre...@blender.org wrote: Hi all, Here's a few more details on the changes. My contract at the Blender Institute was until the end of this month, and I've been contemplating a bit what I should do in the future. It's been great working here, and I'm very grateful to Ton, he gave me a lot of freedom to work on what I wanted to work on, and I've learned a lot from him in the past years. I feel like after 3 years I need a different challenge, just doing something a bit different, so I started looking around and found a job at Refractive Software, with the advantage that it's closer to where I live. I'll still be involved in Blender development, but again in my spare time as I did before I started working here. There's no non competition agreement or anything like this. I'll still work on getting Durian features merged into trunk, getting 2.5 finished, and other things after that, there's still many areas in Blender I'd like to improve in the future. In terms of internal render engine development however I won't be involved much anymore, focusing more on external render engine integration, but I'll of course try to get render branch features merged and help others understand how it works. Thanks to everyone who's helped out with development/documentation and supported open movie projects. Further, I'll still be on IRC, mailing lists, committing to svn, so no massive change there. Thanks, Brecht. On Thu, Aug 5, 2010 at 3:09 PM, Ton Roosendaal t...@blender.org wrote: Hi all, After three years of more than excellent services at Blender Institute, Brecht has decided to move on with his career and accept per september a position as software architect at Refractive Software in Belgium, which is close to where he lives. He will be working on the very promising Octane renderer, which caused many heads to turn at the last Siggraph expo. Brecht's position will be filled by Campbell Barton, who will start working full time on Blender development, coder support, bug fixing and Python design - working from his home in Melbourne Australia. Well he did this mostly already, but now will be official and paid! :) Currently Diego Borghetti is working half time for the Blender Foundation on bug tracker support. This month I'll also know more of our financial scope, but quite likely another full timer can be recruited then for support fixing. It's been a great pleasure and honour to have Brecht work for us in the past years. He's done tremendously important contributions, for which I certainly will miss him. Luckily Brecht will remain involved with Blender, also as a developer in his spare time. I wish Brecht all the luck and success with his new job, and welcome Campbell to the team! -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Ęvęņ ģóđ fąįļş ŧŏ ųŋđęŗşţąņđ å ĥųmąņ ųņţĭļ ĥĭş đęąţĥ http://www.linkedin.com/in/shrinidhi666 http://www.shrinidhi666.wordpress.com http://www.imdb.com/name/nm3025616 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Object mode proportional edit transform.
I totally agree, some times i spend serverals minutes finding out why when i duplicate an object and move it, it seems to be never duplicated, then i realize that PE was grabing all the objects, the original and the duplicates, very very very annoying! We could fix this it to have a PET state for object mode and for edit mode separately, so if you enable PET in edit mode, it will remain till you come back to object mode, then PET will be activated if it was activated in object mode before you enter to edit mode. Thanks Agus 2010/7/14 Wahooney wahoo...@wahooney.net +1 on the annoyance factor. On 7/14/2010 3:03 PM, malefico wrote: I agree, is very annoying. Regards malefico Pablo Vazquez - www.venomgfx.com.ar wrote: Thank you for bringing this up, it annoys me since a long time already. PET in Object mode is awesome (a tad slow, hung my computer many times when using it by mistake), but not always desired, as opposed in Edit Mode where is used much more often. I brought this topic on IRC a while ago and had artists and developers (and dev/user like Matt Ebb) agreeing on that the state of PET in Object/Edit modes should be independent. Hope there is time to fix this up for the beta!, would help a lot. * Pablo Vazquez CG Artist i...@venomgfx.com.ar http://www.venomgfx.com.ar On Wed, Jul 14, 2010 at 14:23, Alberto Torreskungfoo...@gmail.com wrote: Hi, There's something that has been bugging me since it was implemented in blender 2.5 some months ago: Object mode PET is enabled whenever you enable it in edit mode and exit edit mode. In object mode, PET is very useful in some cases but it's rarely used and the user always expect it not to be enabled when exiting edit mode with PET. I've seen many times, both experienced users (like me) and novice users, having problems with not expecting object mode PET, sometimes causing problems like unexpected moved objects and extreme slowness (it's slow!) until you cancel the action. I thought it was a very obvious problem, but since then it hasn't been fixed. -- DiThi ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Object mode proportional edit transform.
Thanks Martin, you simply rock man 2010/7/14 Martin Poirier the...@yahoo.com It will be fixed. People can stop filling the list with +1 now. Martin --- On Wed, 7/14/10, Alberto Torres kungfoo...@gmail.com wrote: From: Alberto Torres kungfoo...@gmail.com Subject: [Bf-committers] Object mode proportional edit transform. To: bf-blender developers bf-committers@blender.org Received: Wednesday, July 14, 2010, 8:23 AM Hi, There's something that has been bugging me since it was implemented in blender 2.5 some months ago: Object mode PET is enabled whenever you enable it in edit mode and exit edit mode. In object mode, PET is very useful in some cases but it's rarely used and the user always expect it not to be enabled when exiting edit mode with PET. I've seen many times, both experienced users (like me) and novice users, having problems with not expecting object mode PET, sometimes causing problems like unexpected moved objects and extreme slowness (it's slow!) until you cancel the action. I thought it was a very obvious problem, but since then it hasn't been fixed. -- DiThi ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010
There is also an obscure step to make it works, in edit mode assing the texture in image editor that you want paint on. Check this thread in BlenderArtist, it could help you out. http://blenderartists.org/forum/showthread.php?t=180936 2010/3/7 Carsten Wartmann c...@blenderbuch.de: Am 07.03.2010 17:26, schrieb Ton Roosendaal: Hi all, [...] - Two very cool new features: Brecht added 'per render-tile subdivision', which gives micropolygon quality displacements. Campbell This is in his render branch I guess? added a tool to have quick camera-remapping of textures possible, via GIMP even! Does this (cool) feature broke projection paint? I tried some projection paint today but no matter what UV layer I used as source the first seemed to be used. I know that I succesfully used projection paint in 2.5 some weeks ago, but maybe the mass of projection painting (reconstruction of broken ancient vases) I did in the last days with Blender 2.49 burned my head and I made a mistake... Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010
Ups! Sorry, the thread is: http://blenderartists.org/forum/showthread.php?t=180925 2010/3/7 Agustin Benavidez agustinbenavi...@gmail.com: There is also an obscure step to make it works, in edit mode assing the texture in image editor that you want paint on. Check this thread in BlenderArtist, it could help you out. http://blenderartists.org/forum/showthread.php?t=180936 2010/3/7 Carsten Wartmann c...@blenderbuch.de: Am 07.03.2010 17:26, schrieb Ton Roosendaal: Hi all, [...] - Two very cool new features: Brecht added 'per render-tile subdivision', which gives micropolygon quality displacements. Campbell This is in his render branch I guess? added a tool to have quick camera-remapping of textures possible, via GIMP even! Does this (cool) feature broke projection paint? I tried some projection paint today but no matter what UV layer I used as source the first seemed to be used. I know that I succesfully used projection paint in 2.5 some weeks ago, but maybe the mass of projection painting (reconstruction of broken ancient vases) I did in the last days with Blender 2.49 burned my head and I made a mistake... Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Mirror and array modifiers for curves
Mesh Modifier idea: CURVE AS A MESH Modifier The idea is simply, put a plane mesh, edit mode and delete all geometry, put the CURVE AS MESH modifier and it will allow to select a curve already tessellated by any curve Function like Bevel, so the modifier simply does the extraction of the tessellated result of the Bevel curve and put it on the mesh that has this Curve Ass Modifier, voila you have a tessellated curve modified with the mesh modifiers! I know that the curve itself doesn't get modified but at least you have more parametric modeling possibilities with the tessellated curves. Agus. 2010/2/19 Laurynas Duburas lad...@gmail.com: That's what I meant. So maybe we should have wrappers just for creating existing DerivedMesh structures, which will work with curve object? I guess, control point weight information to newly created ones could be carried through CustomData. Surface grid and curve leg structure can be reconstructed by following newly created edges. There is another problem in these two modifiers. Vertex merging can violate lattice structure, these cases might be tricky to handle. In worst case maybe it's possible to end up the error message. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers