Re: [Bf-committers] GSOC 2013 Proposal
If you want to have sufficient grayscale conversion then I would recommend that you look at Photoshop's "Black and White" adjustment layer. A better grayscale conversion is nice to have, but ultimately isn't better if "better" is subjective. A grayscale conversion that doesn't give me control over the luminance and color levels will never work the way I want it to do. Photoshops's B&W adjustment layer let's you control the RGB/CMY "channels", which gives you great control over the B&W conversion. Cheers,Andreas Galster > Date: Thu, 11 Apr 2013 23:35:25 -0600 > From: gavin.d.how...@gmail.com > To: bf-committers@blender.org > Subject: Re: [Bf-committers] GSOC 2013 Proposal > > Siddhartha, > > Personally, I think some of those ideas may have some potential. > However, I am not one of the developers, so I can't speak for them. If it > turns out that they feel that these projects would not benefit Blender as > much as they hope, I would suggest that you apply to work for the Open > Source Computer Vision project. That might fit your field better, and you > might have more fun. As a fellow GSoC student. I hope this helps. And > regardless of what happens, welcome to Blender! > > God Bless, > Gavin H. > On Apr 11, 2013 9:25 PM, "Siddharth" wrote: > > > Hi, > > > > I am currently pursuing MS by Research in the field of computer vision and > > image processing at IIIT- Hyderabad, India. I am interested in working for > > Blender organization this summer in a GSoC project. > > > > > > Some of my own ideas: > > > > a) *Interactive Poisson Image Blending* > > > > Image editing tasks concern either global changes (color/intensity > > corrections, filters, deformations) or local changes concerned to a > > selection. Here we are interested in achieving local changes, ones that are > > restricted to a region manually selected (ROI), in a seamless and > > effortless manner. The extent of the changes ranges from slight distortions > > to complete replacement by novel content. Examples:Inserting objects, Color > > Transfer, Feature Exchange, Texture Flattening, Local illumination changes, > > etc. > > > > > > http://cs.engr.uky.edu/~jacobs/classes/2010_photo/readings/PoissonImageEditing.pdf > > > > b) *Color2Gray* > > > > Visually important image features often disappear when color images are > > converted to grayscale. This algorithm reduces such losses by attempting to > > preserve the salient features of the color image. The Color2Gray results > > offer viewers salient information missing from previous grayscale image > > creation methods. > > > > http://www.cse.cuhk.edu.hk/~leojia/papers/decolorization_iccp12.pdf > > > > c) *Domain Transform for Edge-Aware Image Processing > > (Non-Photorealistic Animation and Rendering)* > > > > The processing involves high-quality edge-preserving filtering of images > > (better than bilateral filter). The filter is applied on several image > > processing tasks including edge-preserving smoothing, Depth-of-field > > effects, stylization, detail enhancement, edge enhancement and pencil/color > > pencil sketch. > > > > > > http://www.inf.ufrgs.br/~eslgastal/DomainTransform/Gastal_Oliveira_SIGGRAPH2011_Domain_Transform.pdf > > > > What are your views about this? > > > > Best Regards, > > Siddharth > > > > -- > > Live as if you were to die tomorrow. Learn as if you were to live forever - > > M K Gandhi > > ___ > > 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] Smooth shading could be better (compared to C4D)
Today I received a model as an .obj file from Cinema4D to continue working on it, while my workmate is on vacation. It turned out that the smooth shading in Blender highlights/shows shading artifacts due to toplogy (like poles) a lot more than Cinema4D does. Also beveled edges and corners are displayed a lot smoother in C4D. Maybe someone can look into this? Kind regards, Andreas Galster ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Smooth shading could be better (compared to C4D)
http://artworkforge.com/blender-smooth.jpg http://artworkforge.com/c4d-smooth.jpg With beveled corners C4D is definitely the winner. See the star like shading in Blender? Not very pretty. At the flat area C4D is displaying it a little bit better. But in general C4D is displaying this better. The model I received from my workmate (can't show) has some really ugly artifcts in Blender, whereas you can' or barely can see them in C4D. PS: Both edge split behaviours have been set to the same value of 80 (although this doesn't really matter with this model). Andreas Galster > Date: Thu, 16 Jun 2011 12:54:05 -0800 > From: letter...@gmail.com > To: bf-committers@blender.org > Subject: Re: [Bf-committers] Smooth shading could be better (compared to C4D) > > would be good to provide a few screenshots so people can see what > blender does and what you would like it to do. > > LetterRip > > On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster > wrote: > > > > Today I received a model as an .obj file from Cinema4D to continue working > > on it, while my workmate is on vacation. It turned out that the smooth > > shading in Blender highlights/shows shading artifacts due to toplogy (like > > poles) a lot more than Cinema4D does. > > Also beveled edges and corners are displayed a lot smoother in C4D. Maybe > > someone can look into this? > > > > Kind regards, > > Andreas Galster > > > > ___ > > 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] Smooth shading could be better (compared to C4D)
What do you mean? Both C4D's and Blender's normals are pointing in the same direction. Not sure how much vertex normals affect this, but I'm not aware of any way to check vertex normals in C4D. Could it be that Cinema4D is using Phong-Shading and Blender is using Gouraud-Shading? > Date: Thu, 16 Jun 2011 16:53:36 -0500 > From: xgl.asyl...@gmail.com > To: bf-committers@blender.org > Subject: Re: [Bf-committers] Smooth shading could be better (compared to C4D) > > We'd also need to know if normals are coming over with the .obj or are > they being calculated once inside Blender? > > On Thu, Jun 16, 2011 at 3:54 PM, Tom M wrote: > > would be good to provide a few screenshots so people can see what > > blender does and what you would like it to do. > > > > LetterRip > > > > On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster > > wrote: > >> > >> Today I received a model as an .obj file from Cinema4D to continue working > >> on it, while my workmate is on vacation. It turned out that the smooth > >> shading in Blender highlights/shows shading artifacts due to toplogy (like > >> poles) a lot more than Cinema4D does. > >> Also beveled edges and corners are displayed a lot smoother in C4D. Maybe > >> someone can look into this? > >> > >> Kind regards, > >> Andreas Galster > >> > >> ___ > >> 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] Smooth shading could be better (compared to C4D)
Ah, I see. However, you can't adjust the GLSL lights in the preferences. You need real light objects for the GLSL view to receive light. While we're talking about shading. Is there a reason while new created meshes aren't set to smooth shading + having an edge split modifier assigned on default? That's the first thing I always have to do when generating new meshes. I doubt that a lot of people need their meshes without those two settings lol. Kind regards, Andreas Galster > Date: Fri, 17 Jun 2011 14:00:10 +1200 > From: felixschlit...@gmail.com > To: bf-committers@blender.org > Subject: Re: [Bf-committers] Smooth shading could be better (compared to C4D) > > I think Morten is right. However, I agree that the default blender viewport > shading is a bit "weaker" compared to some other packages, e.g. Maya. It is > possible to approach the same look you get in the default Maya viewport, > however, by adjusting the GLSL lights in the preferences. > > On Fri, Jun 17, 2011 at 12:57 PM, Morten Mikkelsen > wrote: > > > >Could it be that Cinema4D is using Phong-Shading and Blender is using > > Gouraud-Shading? > > > > Yes that's exactly what you're seeing. You can switch to glsl view if you > > want to view it in Blender with per pixel lighting. > > Regular 3D view has to remain fixed function rendering pipeline which > > implies Gouraud shading. > > I'd argue there's nothing to look into here (no mystery). > > > > Cheers, > > > > Morten. > > > > > > > > > > On Thu, Jun 16, 2011 at 3:07 PM, Andreas Galster < > > andreas_gals...@hotmail.de > > > wrote: > > > > > > > > What do you mean? Both C4D's and Blender's normals are pointing in the > > same > > > direction. Not sure how much vertex normals affect this, but I'm not > > aware > > > of any way to check vertex normals in C4D. > > > Could it be that Cinema4D is using Phong-Shading and Blender is using > > > Gouraud-Shading? > > > > > > > Date: Thu, 16 Jun 2011 16:53:36 -0500 > > > > From: xgl.asyl...@gmail.com > > > > To: bf-committers@blender.org > > > > Subject: Re: [Bf-committers] Smooth shading could be better (compared > > to > > > C4D) > > > > > > > > We'd also need to know if normals are coming over with the .obj or are > > > > they being calculated once inside Blender? > > > > > > > > On Thu, Jun 16, 2011 at 3:54 PM, Tom M wrote: > > > > > would be good to provide a few screenshots so people can see what > > > > > blender does and what you would like it to do. > > > > > > > > > > LetterRip > > > > > > > > > > On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster > > > > > wrote: > > > > >> > > > > >> Today I received a model as an .obj file from Cinema4D to continue > > > working on it, while my workmate is on vacation. It turned out that the > > > smooth shading in Blender highlights/shows shading artifacts due to > > toplogy > > > (like poles) a lot more than Cinema4D does. > > > > >> Also beveled edges and corners are displayed a lot smoother in C4D. > > > Maybe someone can look into this? > > > > >> > > > > >> Kind regards, > > > > >> Andreas Galster > > > > >> > > > > >> ___ > > > > >> 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 > > > ___ > 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 bugs
Do we have a Cycles build with the very latest changes including the texture workflow stuff for Windows? I'd be glad to report any bugs that I encounter. Andreas Galster > From: zan...@gmail.com > Date: Fri, 22 Jul 2011 09:17:51 -0600 > To: bf-committers@blender.org > Subject: Re: [Bf-committers] Cycles bugs > > if anyone wants write access to it tell me > > Daniel Salazar > 3Developer.com > > > > On Fri, Jul 22, 2011 at 8:51 AM, Daniel Salazar - 3Developer.com > wrote: > > I can't resist, wanted or not here's a doc where I'll be putting > > cycles bugs in case anyone want's to fix > > > > https://docs.google.com/document/d/1rFAmjxJeSZegXsE5AfOJpaX0TIjR9Pyc3iSYw8FObIA/edit?hl=en_US > > > > cheers! > > > > 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
Re: [Bf-committers] Windows Spacenav build?
Hi Mike & other people involved, I'm wondering if anyone has a recent Winodws build from the Spacenav branch? I have a Spacenavigator Pro lying around that hasn't been used for months :/ ^^. Andreas Galster ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] SpacePilot Pro doesn't pan
I just tried my SpacePilot Pro in Blender (Revision 39351). Unfortunately panning doesn't seem to work correct? I'm not getting any panning in Blender, however in Cinema 4D it works. So it has to be an issue with Blender/drivers/setup, not the hardware itself. I downloaded the latest SpacePilot driver for 64 Bit. Any suggestions? I'm also wondering how to get the Blender 3D mouse menu back, that opens when you press the MENU button. After I installed the drivers, pressing the MENU button opens the 3Dx menu. How do I assign the Blender 3D mouse menu to the MENU button again? Andreas Galsters ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Request for modifier icon
Hi Nicholas, not sure if he's going to do it. In any case:Do we need a real icon file with seperate bit depths/sizes like for example the .ico file format or just one .png compatible file with alpha transparency? Best regards,Andreas Galster > Date: Wed, 21 Dec 2011 15:31:04 -0500 > From: nicholasbis...@gmail.com > To: bf-committers@blender.org > CC: t...@blender.org > Subject: [Bf-committers] Request for modifier icon > > The remesh modifier (review here > http://codereview.appspot.com/5491053) is need of an icon. IIRC our > icons were done by Jendzrych, but not sure if that's still the case, > or what the process is for getting new ones made? > > Thanks, > -Nicholas > ___ > 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] Join Blender UI Team
Hi everyone, in reply to a developer meeting minutes from a few weeks ago, where it was mentioned, that it would be nice to have the UI core team refreshed,I would like to ask for the opportunity to contribute to the Blender UI, if possible. I've been doing some Blender UI work in the past, although not that much, mostly because I couldn't find the time for it. However, I'll be able to invest more time into this in 2 months, which is why I would like to offer my help. A little background about me: I am 22 years old, living in Germany and I am currently employed as a Junior Designer.Commercially, all I did in the UI segment so far was the creation of an icon set as well as two mobile site/app designsSo I have to admit I'm fairly new to UI design. Of course I have a 3D background and my company does 3D work from time to time with a generalist approach, making use of C4D, VRay and Blender.So I know what I'm doing in Blender (although not all parts, like the Game Engine for example), and I also know the bottlenecks, both in and not in relation to Cinema4D.Since I'm a workflow fetishist, I started working on the Blender UI on my own, making notes how I think a feature could be improved, because I hate it, when something is too complicated. On a side note: I am willing to try and get into development of Blender. My last attempt failed, so I'll try to tackle small workflow ToDos this time ;). The last progress images of my personal work on the Blender UI:https://p.twimg.com/Amlm64pCMAEi2ss.jpg:large http://d3j5vwomefv46c.cloudfront.net/photos/full/538709008.jpg?key=19201200&Expires=1331842810&Key-Pair-Id=APKAIYVGSUJFNRFZBBTA&Signature=ecTbTm-ElDwV5C70vC0LM6MAaOSghdsx6D6fseF2oo~KKUvIfmr7OXBd0OHRQaT4-lMJv87D077HWlB6KfmhnbVbm4gaS87ssmaiLhBI7HC8f8d4rCKZrDYIPBIx3CSVgm646QiXCq0tBE4KxK6lCTCBll~H3kpz43vgd-rgu6g_ Note: It's a designers mess ;-).I would be very happy to participate in this project and hope to get some positive feedback :)! Best regards,Andreas Galster > Date: Thu, 15 Mar 2012 11:54:09 -0700 > From: letter...@gmail.com > To: bf-committers@blender.org > Subject: Re: [Bf-committers] Mango development notes > > Just emailed sergey some links on light reconstruction, but nothing > jumped out as being great. > > Might be worth checking with keir and the opencv folk for suggestions. > > LetterRip > > On Thu, Mar 15, 2012 at 11:49 AM, Ton Roosendaal wrote: > > Hi all, > > > > I've posted on http://mango.blender.org a summary of meetings we had the > > past days on various development topics. > > > > Thanks, > > > > -Ton- > > > > > > Ton Roosendaal Blender Foundation t...@blender.orgwww.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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Join Blender UI Team
Hi Thomas, thanks for the welcoming :). No, the changes are no code. I tried to get into Blender development a few months ago, but back then I was just too inexperienced with programming.Now I'm far, far more experienced (Javascript, PHP) and familiar with programming fundamentals, so I think I'll be able to pick up some basic stuff in Blender.Ironically though I was thinking about making a HTML5 prototype of my Blender mockups, since that would be much faster for me to achieve. So to answer your question: No, this is only a mockup made with Photoshop. > Date: Thu, 15 Mar 2012 21:17:24 +0100 > From: blen...@dingto.org > To: bf-committers@blender.org > Subject: Re: [Bf-committers] Join Blender UI Team > > Hi Andreas, > Great to see you here on the list. > Indeed, we need more people, not only developers, but also designers and > people who have experience with UI design. > > Your background sounds promising. > The UI changes you did, were they actual Code changes or a mockup? > I have to say, I quite like the approach and the UI looks much more > organized. Some more infos on how you did that would be great. > > Anyway, if you want to help, you are very welcome. We have a lot of > Interface todos: > http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/UserInterface > > You can start by doing patches and tackle some of the todos listed above > if you like. :) > > Best regards, > Thomas > > Am 15.03.2012 21:07, schrieb Andreas Galster: > > Hi everyone, > > in reply to a developer meeting minutes from a few weeks ago, where it was > > mentioned, that it would be nice to have the UI core team refreshed,I would > > like to ask for the opportunity to contribute to the Blender UI, if > > possible. > > I've been doing some Blender UI work in the past, although not that much, > > mostly because I couldn't find the time for it. However, I'll be able to > > invest more time into this in 2 months, which is why I would like to offer > > my help. > > A little background about me: I am 22 years old, living in Germany and I am > > currently employed as a Junior Designer.Commercially, all I did in the UI > > segment so far was the creation of an icon set as well as two mobile > > site/app designsSo I have to admit I'm fairly new to UI design. > > Of course I have a 3D background and my company does 3D work from time to > > time with a generalist approach, making use of C4D, VRay and Blender.So I > > know what I'm doing in Blender (although not all parts, like the Game > > Engine for example), and I also know the bottlenecks, both in and not in > > relation to Cinema4D.Since I'm a workflow fetishist, I started working on > > the Blender UI on my own, making notes how I think a feature could be > > improved, because I hate it, when something is too complicated. > > On a side note: I am willing to try and get into development of Blender. My > > last attempt failed, so I'll try to tackle small workflow ToDos this time > > ;). > > The last progress images of my personal work on the Blender > > UI:https://p.twimg.com/Amlm64pCMAEi2ss.jpg:large > > http://d3j5vwomefv46c.cloudfront.net/photos/full/538709008.jpg?key=19201200&Expires=1331842810&Key-Pair-Id=APKAIYVGSUJFNRFZBBTA&Signature=ecTbTm-ElDwV5C70vC0LM6MAaOSghdsx6D6fseF2oo~KKUvIfmr7OXBd0OHRQaT4-lMJv87D077HWlB6KfmhnbVbm4gaS87ssmaiLhBI7HC8f8d4rCKZrDYIPBIx3CSVgm646QiXCq0tBE4KxK6lCTCBll~H3kpz43vgd-rgu6g_ > > > > Note: It's a designers mess ;-).I would be very happy to participate in > > this project and hope to get some positive feedback :)! > > Best regards,Andreas Galster > -- > Thomas Dinges > Blender Developer, Artist and Musician > > www.dingto.org > > ___ > 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