Re: [Bf-committers] Possible Render Noise Filter?

2012-11-17 Thread Agustin Benavidez
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.
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Re: [Bf-committers] Blender 2.63 Release AHOY!

2012-04-26 Thread Agustin Benavidez
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
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Re: [Bf-committers] For MinGW builders

2012-04-23 Thread Agustin Benavidez
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!
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Re: [Bf-committers] Cycles + AO + Transparency

2012-04-22 Thread Agustin Benavidez
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
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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread Agustin Benavidez
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
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Re: [Bf-committers] Let us switch to git, pretty please

2011-05-27 Thread Agustin Benavidez
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

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Re: [Bf-committers] translate to 2.5

2011-05-09 Thread Agustin Benavidez
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
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Re: [Bf-committers] console window back to appear

2011-05-08 Thread Agustin Benavidez
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

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Re: [Bf-committers] cycle todo list

2011-04-29 Thread Agustin Benavidez
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
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Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Agustin Benavidez
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
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Re: [Bf-committers] when blender2.57beta starts not make zoom at mouse wheel

2011-04-06 Thread Agustin Benavidez
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

 - --
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 Letwory Interactive | Studio Lumikuu
 http://www.letworyinteractive.com | http://www.lumikuu.com
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Re: [Bf-committers] when blender2.57beta starts not make zoom at mouse wheel

2011-04-05 Thread Agustin Benavidez
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?
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Re: [Bf-committers] Adding material slot behaviour - proposal

2011-04-02 Thread Agustin Benavidez
+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.
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Re: [Bf-committers] Safety request for ctrl-U and File-Save User Prevs

2011-02-01 Thread Agustin Benavidez
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!
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Re: [Bf-committers] Default for Raytracer Instancing

2011-01-28 Thread Agustin Benavidez
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
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Re: [Bf-committers] Render Branch Plans

2010-08-11 Thread Agustin Benavidez
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.
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Re: [Bf-committers] New Blender Foundation/Institute crew

2010-08-05 Thread Agustin Benavidez
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
  
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 Ęvęņ ģóđ fąįļş ŧŏ ųŋđęŗşţąņđ å ĥųmąņ ųņţĭļ ĥĭş đęąţĥ

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Re: [Bf-committers] Object mode proportional edit transform.

2010-07-14 Thread Agustin Benavidez
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
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Re: [Bf-committers] Object mode proportional edit transform.

2010-07-14 Thread Agustin Benavidez
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
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Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010

2010-03-07 Thread Agustin Benavidez
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
 --
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Re: [Bf-committers] Developer IRC meeting minutes, march 7, 2010

2010-03-07 Thread Agustin Benavidez
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
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Re: [Bf-committers] Mirror and array modifiers for curves

2010-02-19 Thread Agustin Benavidez
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.
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