Re: [Bf-committers] Blender 2.80-beta is out!
Congratulations to all involved. You are real heroes and we truly love you. ❤ El jue., 29 nov. 2018 a las 14:44, Ton Roosendaal () escribió: > Hi, > > The beta is official now! Congrats to everyone :) > > Feature landing page: > https://www.blender.org/2.8/ > > Code blog announcement: > https://code.blender.org > > Daily builds > https://builder.blender.org > > As a tester said a while ago "the fun is back in 3D". And I completely > agree. > Nothing is more important than great tools for artists, and especially to > make it all real-time! > > Still means we have some work todo! But that's also fun - I hope. > Enjoy the turmoil online about Blender a while, and then back to work! > > Regards, > > -Ton- > > > Ton Roosendaal - t...@blender.org - www.blender.org > Chairman Blender Foundation, Director Blender Institute > Buikslotermeerplein 161, 1025 ET Amsterdam, the Netherlands > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Workspace Branch Merged into blender2.8
It is! in fact we are working on it :). I guess I was overeager and shared it as a fundamental thing for Master but it is indeed possible to make a local workaround. Wouldn't hurt to have it though :) Thanks for answering Ton. Cheers, David. 2017-06-15 15:01 GMT-04:00 Ton Roosendaal <t...@blender.org>: > Hi, > > Just a heads up - this info doesn't get lost, but has no quick answer > either. > I think it's also because the description is a bit confusing. > > Isn't this something that would work quickly with a script? > > -Ton- > > > Ton Roosendaal - t...@blender.org - www.blender.org > Chairman Blender Foundation, Director Blender Institute > Entrepotdok 57A, 1018 AD, Amsterdam, the Netherlands > > > > > On 05 Jun 2017, at 21:06, David Fenner <d4vidfen...@gmail.com> wrote: > > > > Hi Julian, > > > > My name is David Fenner, I'm CgLead at loica ( www.loica.tv), longtime > > blender user. > > I don't know if this is the right place to ask, but since you are working > > on the workspace support and just merged it, I'd like to take the chance > to > > request a very, very small thing that is quite useful for making > > layouts/animatics in blender, which is really strong since to its > realtime > > sequencer editing of scenes + grease pencil. > > > > In short: > > When we duplicate a scene, we have a few options, like full copy, linked > > objects+data, linked data only, new, or copy only settings. The most used > > probably is linked data only, since you can re-animate objects without > > duplicating heavy data, using the same assets for a whole animatic if you > > want. The thing is, you usually need to do this everytime: Select all > > objects and make single user to object animation, and then make single > user > > the camera data, since both of those things you don't want to propagate > to > > other scenes. It's fast enough to make it under a few scenes, but when > you > > are making a layout of a 15 minute short, with more than 200 shots, it > > becomes a pain, and it would be so easy if there was this tiny new option > > while making a new scene saying "Link object data - no animation/new > > camera" or something like that. I know it doesn't sound very sexy, but > you > > can't imagine how users would appreciate it. > > > > Anyway, thanks for your time and I sincerely hope you have the time to > > consider it. > > Thanks, > > David. > > > > 2017-06-01 14:24 GMT-04:00 Julian Eisel <eiseljul...@gmail.com>: > > > >> Hi all, > >> > >> I've just merged the workspaces branch into blender2.8. > >> (https://developer.blender.org/rB7f564d74f9ed) > >> This means Blender 2.80 now has initial workspace support, yay :) > >> Being the bad example I am, I'll be away over the weekend, so I > >> probably won't be on IRC. If anything breaks or needs quick fixing, > >> drop me a mail, I'll handle it. > >> > >> I've an initial draft for a code.blender.org blog post, but it's not > >> complete and needs some more work. Same applies to a wiki page I've > >> been working on (user level doc, could probably be moved to manual > >> when done). > >> > >> Special thanks to Campbell, Bastien and Dalai for review, help and > >> friendly pokes when needed ;) > >> > >> Cheers, > >> - Julian - > >> ___ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> https://lists.blender.org/mailman/listinfo/bf-committers > >> > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Workspace Branch Merged into blender2.8
Hi Julian, My name is David Fenner, I'm CgLead at loica ( www.loica.tv), longtime blender user. I don't know if this is the right place to ask, but since you are working on the workspace support and just merged it, I'd like to take the chance to request a very, very small thing that is quite useful for making layouts/animatics in blender, which is really strong since to its realtime sequencer editing of scenes + grease pencil. In short: When we duplicate a scene, we have a few options, like full copy, linked objects+data, linked data only, new, or copy only settings. The most used probably is linked data only, since you can re-animate objects without duplicating heavy data, using the same assets for a whole animatic if you want. The thing is, you usually need to do this everytime: Select all objects and make single user to object animation, and then make single user the camera data, since both of those things you don't want to propagate to other scenes. It's fast enough to make it under a few scenes, but when you are making a layout of a 15 minute short, with more than 200 shots, it becomes a pain, and it would be so easy if there was this tiny new option while making a new scene saying "Link object data - no animation/new camera" or something like that. I know it doesn't sound very sexy, but you can't imagine how users would appreciate it. Anyway, thanks for your time and I sincerely hope you have the time to consider it. Thanks, David. 2017-06-01 14:24 GMT-04:00 Julian Eisel <eiseljul...@gmail.com>: > Hi all, > > I've just merged the workspaces branch into blender2.8. > (https://developer.blender.org/rB7f564d74f9ed) > This means Blender 2.80 now has initial workspace support, yay :) > Being the bad example I am, I'll be away over the weekend, so I > probably won't be on IRC. If anything breaks or needs quick fixing, > drop me a mail, I'll handle it. > > I've an initial draft for a code.blender.org blog post, but it's not > complete and needs some more work. Same applies to a wiki page I've > been working on (user level doc, could probably be moved to manual > when done). > > Special thanks to Campbell, Bastien and Dalai for review, help and > friendly pokes when needed ;) > > Cheers, > - Julian - > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Deadly bugs (proposal for 2.8)
I highly agree on all this points. After all, you must keep some neurons on these always (so you don't destroy your work by accident). These active stressed neurons keeps creativity under certain limits. It's like working on something while driving... you'll eventually have to shift focus to not crash. Better to work on a library or your desktop :) 2016-12-09 19:54 GMT-03:00 Alberto Torres: > I've been hit by 2 and 5 many times, even as a seasoned user from 2.3x > times. > > On Fri, Dec 9, 2016 at 3:44 PM, Diego Gangl wrote: > > > Hi everyone, > > > > There are a few bugs in Blender which can cause data loss, permanent, > with > > no hope of recovering it (unless the user had saved). And all of these > > happen under normal conditions and usage. > > > > I think it's important to deal with them before 2.8, since it's going > > to be a big release and bring lots of new users. And while we are > > trained to avoid (or accept) these, new users will get burnt badly and > > maybe even drop Blender. > > > > I don't have to tell about you the sinking sensation of seeing your > > work disappear before your eyes. > > > > Besides you have time to break stuff in 2.8 :) > > > > > > Bug list > > - > > > > 1. Changing an image's type, size, color space, source type or > > changing the float buffer setting will delete all it's contents from > > memory. This happens even if you don't actually change the values. > > > > ref: developer.blender.org/T41598 > > > > > > 2. No warning about unsaved changes to images (packed or otherwise) > > when quitting. This is more of a UX issue, but it trips a lot of > > people. > > > > ref: developer.blender.org/T41598 > > > > > > 3. Deleting files in the browser obliterates them instead of sending > > them to the trash (there's also Campbell's suggestion of not deleting > > stuff) > > > > ref: developer.blender.org/T34467 > > > > > > 4. There's no confirmation dialog when overwriting a file (while saving). > > The red background is really easy to miss when working fast. There needs > > to be something that makes you stop. > > > > ref: developer.blender.org/T26124 > > > > > > > > 5. Undo. Undoing in Blender is a bit like walking on a minefield. You > have > > to very conscious of where your mouse cursor is, when you switched > > modes, and what the consequences of undoing might be. > > > > For instance undoing with the cursor in a 3DView will delete the last few > > lines/characters written in a text editor. You can't re-do to get back > the > > text, > > it's gone for good. > > > > I understand this isn't an actual bug, since it's working as designed. > > It's just > > not a very good design from a user point of view, and some of it's side > > effects > > often look like bugs. > > > > Maybe this can be tweaked without having to work out a full redesign > > > > ref: developer.blender.org/T49894 > > > > > > BTW these are the ones I've hit personally. There might be others. > > Cheers, > > > > -- > > Diego Gangl - sinestesia.co > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Is there a plan for custom Passes/AOV rendering?
I completely agree, I've also been trying to make this happen since the brecht days, and in fact I'm doing just what you are: Override per RenderLayer with RGB material, and yes, build time repeats for each render layer. It also sucks because you kill displacement, transparency, and other effects since it is a material override. I can't emphazise enough the importance of this feature; Cycles is very powerful, but this ss like a bottleneck in the very end. 2016-08-17 5:57 GMT-03:00 lukas.stock...@freenet.de < lukas.stock...@freenet.de>: > Hi, > for lots of ID masks, you might be interested in > https://developer.blender.org/D2106, which basically allows to create > masks for any ID from the compositor, even with weights to account for > DoF/transparency. > In general, adding custom render passes is currently not possible due to a > lot of limitations in the renderpass system - every pass is a bit in a > 32bit mask amd has a hardcoded name etc.Replacing this with a more flexible > system that allows custom render passes, render passes for external > renderers etc. is something that I'd like to for Blender 2.8 - I'll write a > proposal as soon as I'm done with the denoising project. > -- Originalnachricht--Von: Thomas Volkmann Datum: Mi., 17. Aug. > 2016 10:42An: bf-blender developers;Cc: Betreff:[Bf-committers] Is there a > plan for custom Passes/AOV rendering? > Hi, I need to create a couple of RGB masks. At the moment I create a new > renderlayerwith an override rgb material (Obj-ID decides if R,G,B, or > black). Since I havea couple of objects, I end up with a lot of > renderlayers, which makes therendering process longer. In Vray there is the > multimatte-element channel thatyou can use for that and in Arnold you can > freely setup your aovs (passes,channels, whatever it is called in different > software).Also my scene is quite heavy so it takes a long while to load the > scene over andover again for each renderlayer, while with custom aovs the > scene would justload once and do the sampling just once. Basically this > could easily save me 40%of the rendertime right now. R5155| Fra:1141 > Mem:2223.97M (0.00M, Peak 9056.63M) | Time:01:42:22.38 |Compositing | > De-initializing executionR5156| Saved:\\ifs\fs\projects\our_ > cool_project\_render\3D\ep02\sc06_sh0070\v002\Main.1141.exrR5157| > Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\AO.1141.exrR5158| Saved:\\ifs\fs\projects\our_ > cool_project\_render\3D\ep02\sc06_sh0070\v002\ObID.1141.exrR5159| > Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\Mist.1141.exrR5160| Saved:\\ifs\fs\projects\our_ > cool_project\_render\3D\ep02\sc06_sh0070\v002\Paint.1141.exrR5161| > Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\Texture.1141.exrR5162| Saved:\\ifs\fs\projects\our_ > cool_project\_render\3D\ep02\sc06_sh0070\v002\Depth.1141.exrR5163| > Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\MME01.1141.exrR5164| Saved:\\ifs\fs\projects\our_ > cool_project\_render\3D\ep02\sc06_sh0070\v002\MME02.1141.exrR5165| > Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\MME03.1141.exrR5166| Saved:\\ifs\fs\projects\our_ > cool_project\_render\3D\ep02\sc06_sh0070\v002\MME04.1141.exrR5167| > Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\MME05.1141.exrR5168| Fra:1141 Mem:1844.28M (0.00M, Peak > 9056.63M) | Time:01:42:28.08 | Sce:Scene Ve:0 Fa:0 La:0R5169| > Saved:'\\ifs\fs\projects\our_cool_project\_render\3D\ep02\ > sc06_sh0070\v002\ep02_sc06_sh0070.1141.exr'R5170| Time: 01:42:30.73 > (Saving: 00:02.64)While it is quite cool to use Blender in production, this > is a big bummer. Andthat I have to funnel all renderlayers through the > compositor without being ableto submit just a single renderlayer to the > renderfarm is actually a showstopperand I am glad that I'm doing it only > for one shot right now.I've been complaining about this for a long time now > and wrote this to the 2.8proposals page https://wiki.blender.org/ > index.php/User:Knekke/renderoutput , butit was rejected.I really really > hope this gets some love in 2.8 with a new renderlayer system. And please > add real support for UNC paths. You can trick Blender in accepting aUNC > location as output path, but it is annoying really. All the > best,Thomas___Bf-committers > mailing listBf-committers@blender.orghttps://lists.blender.org/ > mailman/listinfo/bf-committers > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Stepping away from Blender development
Campbell! You are our hero!! good luck and count on us for anything!! 2016-08-01 11:09 GMT-04:00 Gaia Clary: > Hi, Campbell; > > Thanks for all the time you have put into helping me to get > started with programming in Blender. Without your guidance > i fear that i wouldn't have been able to find my way through > all of this! > > Anyways i wish you a good time and much fun with exploring > new horizons. All the best, > gaia > > > On 01.08.2016 14:50, Campbell Barton wrote: > > Hi, writing this mail to say that I'll be taking time away from > > Blender development, > > I'm stepping down as maintainer/module owner. > > > > I'll be taking an extended period of time off, to work on my own > > projects for a while, explore new horizons! > > > > It's been an honour to work on the open projects with talented artists > > & developers. > > All the best, > > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Compliments
beautiful. Feel the same about it. 2016-05-19 8:23 GMT-04:00 Ton Roosendaal: > Hi all, > > Here's a nice snippet which I copied from a mail from a C4D artist who > works in advertisement. An honest compliment for everyone who contributes > to Blender. > > > > "Blender has a kind of miraculous aura about it for its open source heart. > Absurdly grandiose a claim as it may sound, but the Blender project > actually gives me profound hope for human potential in general. It's a > wonderful story." > > > > -Ton- > > > Ton Roosendaal - t...@blender.org - www.blender.org > Chairman Blender Foundation, Producer Blender Institute/Studio > Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > > ___ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Bring multiple objects to edit mode
> > > > stored similarly. > > > > > > > > > > > > Multiple object editing is no doubt beneficial, but it needs to > > > > > > be > > > > > > improved. This is my two cents after using both. I have not > > > > > > used XSI or > > > > > > Max for modeling, so I cannot vouch for their functionality. > > > > > > > > > > > > On 02/18/2016 09:55 AM, Doeke Wartena wrote: > > > > > > > > > > > > > > > > It is actually something that is better in Blender, to only > > > > > > > > be > > > > editing > > > > > > one > > > > > > > > object at a time, as it can cause errors in other programs > > > > > > > > where > > > > > > multiple > > > > > > > > objects are selected. > > > > > > > > > > > > > > ... > > > > > > > > > > > > > > ...you can just join them together but pressing > > > > > > > > Ctrl J. > > > > > > > > > > > > > > > > > > > > > I never had a error with Softimage when editing multiple > > > > > > > objects at > > > > the > > > > > > > same time. For maya and max I can't remember cause it's way > > > > > > > to long > > > > > ago I > > > > > > > used those programs. And I think if something is prone for > > > > > > > error then > > > > > it > > > > > > is > > > > > > > the join thing, that doesn't work in so many cases (multiple > > > > > > > objects > > > > > > being > > > > > > > animated for example). > > > > > > > > > > > > > > > > > > > > > I don't wan't to be rude, but saying that it's not necessary > > > > > > > is > > > > > clearly a > > > > > > > > lack of production experience with blender AND other > > > > > > > > software. It is > > > > > > > > absolutely necessary if blender wants to be on par or > > > > > > > > better with > > > > > other > > > > > > > > software. > > > > > > > > > > > > > > > > > > > > > Amen! > > > > > > > > > > > > > > Also, it might be a few clicks more. But those few clicks > > > > > > > really add > > > > up > > > > > > > sometimes. I had a simple task a few weeks ago that could > > > > > > > have been > > > > > done > > > > > > in > > > > > > > like 3 minutes but it took me around 20 minutes. > > > > > > > > > > > > > > Object separation and edit mode are very good design > > > > > > > decisions, which > > > > > > > > actually are keeping things SIMPLE. > > > > > > > > > > > > > > > > > > > > > It is not about the separate modes. While those modes are > > > > > > > good, they > > > > > > focus > > > > > > > to much on the active object and not the selection. > > > > > > > Blender could shine a lot in the workflow regarding multiple > > > > > selections. > > > > > > > Both for edit mode and object mode. In my opinion stating > > > > > > > otherwise > > > > > > > is truly a lack of vision regarding this matter. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > 2016-02-18 16:03 GMT+01:00 David Fenner <d4vidfen...@gmail.co > <javascript:;> > > > > > > > m>: > > > > > > > > > > > > > > > I don't wan't to be rude, but saying that it's not > > > > > > > > necessary is > > > > > clearly > > > > > > a > > > > > > > > lack of product
Re: [Bf-committers] Bring multiple objects to edit mode
I don't wan't to be rude, but saying that it's not necessary is clearly a lack of production experience with blender AND other software. It is absolutely necessary if blender wants to be on par or better with other software. You see, ptex isn't necessary because you have UVs, ik's aren't necessary since you can do fk, sculpting isn't necessary since you can paint displacement maps in photoshop, etc etc. So it's not about being necessary, is about how useful it is. Multiple object editing would be very useful, since basically joining stuff would kill thousands of different workflows that involve modifiers, vcol, shapekeys, any type of linking, animation, etc. And having to edit objects one by one is too technical and old fashioned, any "modern" 3D artist needs to be able to be able to shape and work on the "whole thing" when he needs to. 2016-02-18 11:48 GMT-03:00 Daniel Salazar - patazstudio.com < zan...@gmail.com>: > It has nothing to do with instancing. Its about sculpting/editing a > compound shape without having to join it. > ___ > 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] The future of FBX and/or other formats in Blender
On 02/10/2016 01:23 PM, Keith Boshoff wrote: > I'm speaking from a Unity perspective and the chances of them including > other mesh formats in the near future are slim to none (Though I'm still > going to nag them about it). I'm pretty sure the same is true for Unreal, > Crytek, Lumberyard and definitely Stingray. *A proprietary program decides to arbitrarily not implement some formats,so Blender should follow suit, is that right?* I think this is unfare. Blender lives because of it's users. Think about how many studio pipelines depend on blender fbx export to unity. If suddenly this is dead, then thousands (literally) would have to switch to other animation software to work with unity. I really don't want this to happen, one because I love blender, second because I'd have to pay for other software just because of fbx, and third because all of us wouldn't be able to support blender like a user and as donator (too much money on fbx program). 2016-02-10 10:46 GMT-03:00 Vicente Carro: > > > > > If Blender is really thinking about an industry/pipeline oriented > release > > > then this discussion makes no sense. FBX is shit but we need it. > > > > > > Vicente > > > > https://www.khronos.org/gltf > > > > Under "Industry Support for glTF". It seems like the industry cares > > about glTF as well. > > > > They are talking about the future. Most of the comments are in future > tense, mentioning "the future" or that they are collaborating with the > "development". And please don't get me wrong, I completely agree that > Blender should support at least one of these new formats. But not instead > of FBX. > > When you see glTF(or the others) in this list ( > http://www.vfxplatform.com/ > ), then we talk. Meanwhile is a very promising thing that is not there yet. > (note: Those guys are the ones that in fact set the standard in the VFX > industry. And FBX is in the list.) > > Even if I cannot disclosure the details I can tell you that a recent AAA > movie (punctually) used Blender precisely because it was importing FBX > better than Maya. And guess what, the team started to think about using > Blender more seriously in the next film. So, IMHO, having a good FBX > support is good for Blender and should stay until the industry actually > changes to another format. > > On 10 February 2016 at 13:17, Fabio Pesari wrote: > > > On 02/10/2016 02:00 PM, Vicente Carro wrote: > > > If Blender is really thinking about an industry/pipeline oriented > release > > > then this discussion makes no sense. FBX is shit but we need it. > > > > > > Vicente > > > > https://www.khronos.org/gltf > > > > Under "Industry Support for glTF". It seems like the industry cares > > about glTF as well. > > ___ > > 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] The future of FBX and/or other formats in Blender
Crowdfund FBX then. Money donated will decide how much it is needed. I know this isn't ideal from an open source perspective, but honestly, fbx is a business/market matter, and maybe should be put aside from the blender open source ideal. 2016-02-10 11:05 GMT-03:00 Fabio Pesari: > On 02/10/2016 02:46 PM, Vicente Carro wrote: > > They are talking about the future. Most of the comments are in future > > tense, mentioning "the future" or that they are collaborating with the > > "development". And please don't get me wrong, I completely agree that > > Blender should support at least one of these new formats. But not instead > > of FBX. > > Oh sure, as I said the two things are not incompatible. > > But perhaps all those people who need FBX support should either donate > money to Blender or hire a developer to work on that specific feature > full-time, given that reverse-engineering is a time-consuming and hard > task and it wouldn't be fair to take time away from features from which > the whole community might benefit (as opposed to a subset of users who > explicitly need compatibility with proprietary technologies). > > > When you see glTF(or the others) in this list ( > http://www.vfxplatform.com/ > > ), then we talk. Meanwhile is a very promising thing that is not there > yet. > > (note: Those guys are the ones that in fact set the standard in the VFX > > industry. And FBX is in the list.) > > I'm glad that most of those things are not proprietary, except these > three: Intel TBB, Intel MKL and FBX (and probably ACES as well, I'm not > sure about this license [0]). > > My question is - what makes FBX so special compared to other formats > that an exception should be made for it in a list of standardized/free > technologies, other than the fact that many people use it? > > [0]: https://github.com/ampas/aces-dev/blob/v1.0.1/LICENSE.md > ___ > 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] The future of FBX and/or other formats in Blender
2016-02-10 11:28 GMT-03:00 Fabio Pesari: > , but if it "dies" in > terms of fewer contributions due to poor funding, it will be exactly > because of people who would rather buy* expensive proprietary programs > than donate at least 1/3 of that money to Blender. Why the double standard? > * = in some cases, rent, because many of those other programs use DRM > and are subscription-based. Talking about double standard here is waaay too idealistic. Users buy software when they need to, and when open source software meets all their needs, they donate when they can or want. Still, having thousands of users using blender is still better for the software, since studios do develop for blender for time to time, they also contribute bug reports, ideas, sometimes money, and they spread the use of the software, which makes big studios start to develop also for blender. Is an ecosystem based on users. Sadly, people don't appreciate what they have until they can lose it, and that's what I'm saying that maybe fbx export should be crowdfunded. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cycles velocity
Hey. Nice idea to simulate stop motion. Saved in hard drive. 2015-10-22 6:41 GMT-03:00 Manuel Rais: > Hi Sergey > > Thanks for your answer. > > To be more clear, we want to use this attribute to switch from a texture > to another when the velocity is not null. > The purpose is to have a stop motion rendering with displace/bump changing > only on the moving parts. > Of course there's many ways to achieve this but we're searching the more > automatic. We have others ideas of course but less funny ☺.. > > All objects in this project are baked in pc2 files and are at the center > of the world and their scale at 1. So I guess the world space and object > space are the same, but maybe I'm wrong. > I know a little bit of c/cpp maybe I can produce a patch (with a little > help?) if it's not too hard... > > Thanks. > > Le 21 octobre 2015 23:58:56 GMT+02:00, Sergey Sharybin < > sergey@gmail.com> a écrit : > >What is the use of such attribute? > > > >Also, due to instancing it's quite tricky to represent word-space > >velocity > >in the vertex attribute, only object space velocity is possible to be > >stored without major PITA. > > > >On Wed, Oct 21, 2015 at 8:07 PM, Manuel Rais wrote: > > > >> Hi ! > >> > >> I was wondering if it's possible to have vertex velocity in the > >attribute > >> node of Cycles. > >> Cycles outputs velocity in the "Vector" pass, it renders motion blur > >> (object and deformation), so I guess that this attribute exists > >somewhere... > >> Am I wrong ? > >> Is it possible to add it in the output of the attribute node ? Is it > >a > >> nightmare ? > >> > >> Thanks. > >> > >> --- > >> Manuel Rais > >> Autour de Minuit > >> m...@g-lul.com (mailto:m...@g-lul.com) > >> ___ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > > > > > > >-- > >With best regards, Sergey Sharybin > > --- > Manuel Rais > m...@g-lul.com > +33 (0)6 62 29 80 86 > ___ > 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] OpenSubdiv status
thanks!!! 2015-08-05 13:28 GMT-04:00 Sergey Sharybin sergey@gmail.com: Hey everyone, Just another quick update. OpenSubdiv is now enabled by default and i've just poked buildbots to deliver latest builds. There are some last-minute issues appeared, most of them i've fixed. Two remained ones: - Selection is quite slow, workaround is to go to user Preferences - System and switch selection mode to OpenGL occlusion - Ordering in the OpenSubdiv C-API is not always happening correct, causing crashes :( No workaround :'( i'll try to fix it before going to Siggraph. Thanks it for now, catch you next time! On Wed, Aug 5, 2015 at 9:44 AM, Sergey Sharybin sergey@gmail.com wrote: Hahah! Thanks guys for such a positive feedback! OpenSubdiv is becoming official feature, so sure enough all the bugs you ever encounter are to be reported to regular bug tracker at developer.blender.org. P.S. Some bugs might be considered a TODOs. But those will be listed in the wiki page. On Wed, Aug 5, 2015 at 7:20 AM, Marc Dion marcdion1...@gmail.com wrote: quoteHow is it that you can work on such difficult projects at the same time and get them done?? (Cycles, kernel split, depsgraph refractor, opensubdiv...)quote Sergey's organic signal processor does appear to be well ordered and quite noise free. :) On Tue, Aug 4, 2015 at 12:43 PM, Jacob Merrill blueprintrand...@gmail.com wrote: Thanks for all your hard work! You make the blend go round :) On Aug 4, 2015 9:39 AM, Jeffrey italic.rendezv...@gmail.com wrote: And a big thank you from me, as well! Is there a particular place you want us to file reports or just on the bug tracker like normal? On 08/04/2015 05:56 AM, Johnny Matthews wrote: I think David sums it up well. Sergey, once again great work. And to all the developers who have been busting their tails on Blender these last few years, you have gone so far beyond anyone's expectations. Thank you all! Johnny Matthews johnny.matth...@gmail.com On Tue, Aug 4, 2015 at 7:50 AM David Fenner d4vidfen...@gmail.com wrote: Sergey... you rock. Simple as that. How is it that you can work on such difficult projects at the same time and get them done?? (Cycles, kernel split, depsgraph refractor, opensubdiv...) Congratulations for being such an awesome, smart and hardworking brain. 2015-08-04 8:18 GMT-04:00 Sergey Sharybin sergey@gmail.com : Hey everyone, Just wanted to give a quick update on OpenSubdiv project. It is becoming quite close to the point when we can enable it for the buildbot builds. Mainly only technical TODOs are remained: * Update OpenSubdiv library on the platforms (some crucial for us fixes were merged to upstream, meaning we can now switch from my branch to official OpenSubdiv repo). * Make sure Blender is still compilable with OpenSubdiv enabled with CMake and SCons. * Enable OpenSubdiv and enjoy. Surely there are some known limitations which we can't easily solve from our side, but OpenSubdiv team is helping us a lot making the stoppers solved for us. Since OpenSubdiv became a modifier option now it should be pretty safe (in terms, there should be no regressions for existing files for until OpenSubdiv is explicitly enabled for some objects). So in the next couple of days i'll be solving this last stoppers and will enable OpenSubdiv around Thursday. I also started to update documentation which i started working on like an year ago or so [1]. Still some work is needed on that page, but think majority of the information is in there. [1] http://wiki.blender.org/index.php/User:Nazg-gul/OpenSubdiv -- With best regards, Sergey Sharybin ___ 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 -- Jeffrey Italic_ Hoover ___ 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] OpenSubdiv status
Sergey... you rock. Simple as that. How is it that you can work on such difficult projects at the same time and get them done?? (Cycles, kernel split, depsgraph refractor, opensubdiv...) Congratulations for being such an awesome, smart and hardworking brain. 2015-08-04 8:18 GMT-04:00 Sergey Sharybin sergey@gmail.com: Hey everyone, Just wanted to give a quick update on OpenSubdiv project. It is becoming quite close to the point when we can enable it for the buildbot builds. Mainly only technical TODOs are remained: * Update OpenSubdiv library on the platforms (some crucial for us fixes were merged to upstream, meaning we can now switch from my branch to official OpenSubdiv repo). * Make sure Blender is still compilable with OpenSubdiv enabled with CMake and SCons. * Enable OpenSubdiv and enjoy. Surely there are some known limitations which we can't easily solve from our side, but OpenSubdiv team is helping us a lot making the stoppers solved for us. Since OpenSubdiv became a modifier option now it should be pretty safe (in terms, there should be no regressions for existing files for until OpenSubdiv is explicitly enabled for some objects). So in the next couple of days i'll be solving this last stoppers and will enable OpenSubdiv around Thursday. I also started to update documentation which i started working on like an year ago or so [1]. Still some work is needed on that page, but think majority of the information is in there. [1] http://wiki.blender.org/index.php/User:Nazg-gul/OpenSubdiv -- With best regards, Sergey Sharybin ___ 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] VSE caching
In fact it would be quite nice if the memory cap came in percentage of total memory instead of megabytes. 2015-04-07 17:24 GMT-04:00 Knapp magick.c...@gmail.com: On Mon, Mar 23, 2015 at 3:36 PM, Bassam Kurdali bas...@urchn.org wrote: Does the sequence editor in it's current state do any caching during playback? If you're editing exr sequences it might really make sense to work with jpg proxies. Just to be sure, you do have the cach turned up in the preferences? The default is set at a super low setting for memory usage. -- 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] Workflow shaders proposal
I agree this is a very good proposal, but only IF the pre-designed modes and shaders are implemented like we didn't have these workflow shaders at all. What I mean by this is that the pre designed setups (solid, textured, weight, etc) should be there and able to do and adapt to most of the user workflow neccesities ( powerfl x-ray, tweakable textured mode, easily costumizable matcaps, etc), since these are used 90% of the time. This workflow shaders should be a toggleable extension to all these, when the basic setup doesn't meet the requirements or becomes too cumbersome for certain workflows. In these cases, which there are many, it would be invaluable. But straightfoward, well thought visualization setups for each task should be available always and carefully designed. About the name, maybe it would be more clear if it was something like a Custom Viewport Shading option. 2015-03-24 12:01 GMT-04:00 Howard Trickey howard.tric...@gmail.com: Looks good. I'm not sure Workflow shader is the best name; I was confused about what this was going to be about until I read a quarter of the way down to your example of a weight-painting workflow. To me, workflow has a connotation of data flowing from one task to another (this comes from outside the 3D world, and doesn't really apply here. Maybe must window shader or something? On Tue, Mar 24, 2015 at 11:41 AM Antony Riakiotakis kal...@gmail.com wrote: There is a work in progress proposal on the new workflow shaders, the new data-request-driven design of the new viewport here: http://wiki.blender.org/index.php/User:Psy-Fi/Workflow_Shaders I would welcome any feedback here to make it as clear as possible, thanks! We can also open a task if it would help people with feedback. ___ 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] Everything Nodes
I remember a few demos by lukas toenne in which he had prototypes working with modifier nodes and particle nodes. Actually he was making arrays and such with nodes... Sadly I can't find the videos right now... but clearly he should be able to help you a little, maybe share his first attempts. 2015-03-06 20:22 GMT-03:00 Jacques Lucke m...@jlucke.com: Hi, unfortunally I wasn't able to build Blender on my PC for now. (last time it worked was 2 years ago. Since then I tried it multiple times for a few days). So design comes first, I think I have way to less C knowledge to help coding for such a big project. Maybe later. As you said it will take a long time to get to an usable state. I'm currently thinking about if it is possible to combine modifiers, mesh creation (something like sverchok?), constraints and other animation stuff (not simulation!) in one system.I think that are things that can go hand in hand. My addon is already a bit of a combination of all these things and it works quite fine. Simulation on the other hand is more difficult I guess and I have no idea how to unify e.g. particle nodes with hair stuff. Am 2015-02-28 13:46, schrieb Ton Roosendaal: Hi Jacques, A lot of people have seen your work and I heard good things about it. I'd be very interested to work out what you could do on the Blender (C code) side itself for it. Do you propose to design or to code, or both? As for the design - we have a modifier system to nodify, including generative modifiers. We have constraints to look at, including all the armature rigging options. We have our particle and hair systems to look at. And we have all the other simulation and animation features in Blender... it's too big to solve in a single project, but it's certainly something I'd like to see people explore designs and develop a good vision for. Might well be a project that takes many years and brings us into the next decade in the end :) Lukas Toenne is a core dev who already did node-particle tests, and I know he'd love to get focus back on this... but he's doing other things now as well (work on particle hair, sims, alembic). His experience with supporting a high end pipeline for a film will be invaluable for the design later on. For that reason I haven't predicted this project to take off very soon. But could well be starting this summer. On the other hand, if you would kickstart it with a design proposal (or code prototype), we can definitely check on it! Laters, -Ton- Ton Roosendaal - t...@blender.org - www.blender.org [1]Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands Links: -- [1] http://www.blender.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
Re: [Bf-committers] Everything Nodes
Thanks for that, but there is one particular video with modifier nodes in which he made arrays of a suzzane that is nowhere to be found :S In fact the nodes flowed left to right, the one that flows up to down is an old version :S 2015-03-07 8:54 GMT-03:00 Kévin Dietrich kevin.dietr...@mailoo.org: Le 2015-03-07 12:38, David Fenner a écrit : I remember a few demos by lukas toenne in which he had prototypes working with modifier nodes and particle nodes. Actually he was making arrays and such with nodes... Sadly I can't find the videos right now... but clearly he should be able to help you a little, maybe share his first attempts. 2015-03-06 20:22 GMT-03:00 Jacques Lucke m...@jlucke.com: Well, let me google that for you ;) Lukas' old blog: http://phonybone.planetblender.org/ [1] His youtube channel: https://www.youtube.com/user/lukastoenne/videos [2] And the old modifiers node repo: https://www.gitorious.org/blender-trunk/modifier_nodes/source/cec526c61f147e0dbb2637fb9ff79a58e36a1a72 [3] Cheers, Kévin Links: -- [1] http://phonybone.planetblender.org/ [2] https://www.youtube.com/user/lukastoenne/videos [3] https://www.gitorious.org/blender-trunk/modifier_nodes/source/cec526c61f147e0dbb2637fb9ff79a58e36a1a72 ___ 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] RFC: Continuous integration branch?
(by the way... sorry to jump in just like that, if this was a dev only discussion. I felt artist feedback might help. I currently work in a mid-sized production house called Loica and we use blender more than a lot). 2015-03-06 10:57 GMT-03:00 David Fenner d4vidfen...@gmail.com: Truth be told, release candidates aren't very well tested anyway. It's when a true release comes when true testing begins. I say it as an artist myself. My personal opinion on this matter is a little more unorthodox, I think there simple shouldn't be a Bcon and releases every 3 months. I'm very serious. This only makes blender development too sparse and out of focus on the important things. Releases should come when the goals are met, period. Just like Krita does. The big discussion should be about what will this goals be, will it be despgraph refactor, hair sim, cloth speed, and some other things. If these things are unfinished, then in the middle releseases just get developers out of focus. Nobody wants a half made tool that rushes into a release, or development time wasted in a release that doesn't have the tool at all. What is the point of fixing so many bugs when there are 20 half baked projects in the way that will come with a ton of bugs very soon anyway? Why not make really important releases? We don't care if we wait for eight months for a real release. Then I'd be truly interested in testing release candidates, but honestly, if nobody tests them right now, is for a reason, and this is why should I test it if another one will come in a very short time anyway? We can talk about community morals here, about being really active and not only ripping of the benefits and bla bla bla but in truth, really effective things occur when we see things like they really are, not based on ideals. The fact that this discussion even started shows that something needs to be done here, and instead of making separate branches, that as sergey said, most people will stick to the development one, I propose simple extending the release cycle indefinetely, until clear, big and small goals are met, with a cap of course, lets say nine months or a year. 2015-03-06 9:42 GMT-03:00 Julien Duroure julien.duro...@gmail.com: Hello, What about a ready to merge phabricator project to identify patches that are ready, but not merged yet because of bcon4. This will solve lost patches into phabricator from occasional developers. But not solve core developer commits , that are not linked to phabricator tasks. Regards, Le 6 mars 2015 à 13:26, Gaia gaia.cl...@machinimatrix.org a écrit : Are these assumptions based on common sense or are these approved observations? - Basically everyone will just stick to shiny development branch - release wouldn't even be well-tested by artists. - Plus file compatibility issues will still exist. On 06.03.2015 12:03, Sergey Sharybin wrote: If you'll read conversation with Campbell a bit more accurate Gaia's proposal will cause the same issue as staging branch mentioned above. Basically everyone will just stick to shiny development branch and release one wouldn't even be well-tested by artists. Plus file compatibility issues will still exist. On Fri, Mar 6, 2015 at 3:55 PM, Joshua Leung aligor...@gmail.com wrote: Gaia's suggestion makes a lot of sense IMO. Basically, when we get to BCon4 time, we fork off a release branch for the upcoming release. Development can continue in master, but fixes will be backported to the release branch one by one. This acts as an extra level of protection against accidental last-minute cleanups sneaking in. On Fri, Mar 6, 2015 at 11:38 PM, Gaia gaia.cl...@machinimatrix.org wrote: I just was thinking about something similar, but possibly easier to maintain: - A development branch for committing ongoing work. - Release branch created as soon as only patches allowed applies. Then while the release branch is active any commit there could possibly be automatically merged into the development branch. Of course whenever a conflict happens, then the release developer would have some extra work to resolve this. So, as soon as the release is done, the release branch contains the finished release (ready for delivery) and the development branch is still up to date because all release fixes have been propagated to the development branch. Would something like this make sense? cheers, Gaia On 06.03.2015 11:17, Eugene Minov wrote: Hi! I'm not a developer but just read the thread and have been thinking, what if instead of making branch per feature, try to make branches for each BCon level or one branch for BCon in general and delete that branch after release. Sorry if this is not acceptable way or you already discussed that. Just a thought.. Eugene On Fri, Mar 6, 2015 at 11:07 AM, Campbell Barton ideasma...@gmail.com
Re: [Bf-committers] RFC: Continuous integration branch?
Truth be told, release candidates aren't very well tested anyway. It's when a true release comes when true testing begins. I say it as an artist myself. My personal opinion on this matter is a little more unorthodox, I think there simple shouldn't be a Bcon and releases every 3 months. I'm very serious. This only makes blender development too sparse and out of focus on the important things. Releases should come when the goals are met, period. Just like Krita does. The big discussion should be about what will this goals be, will it be despgraph refactor, hair sim, cloth speed, and some other things. If these things are unfinished, then in the middle releseases just get developers out of focus. Nobody wants a half made tool that rushes into a release, or development time wasted in a release that doesn't have the tool at all. What is the point of fixing so many bugs when there are 20 half baked projects in the way that will come with a ton of bugs very soon anyway? Why not make really important releases? We don't care if we wait for eight months for a real release. Then I'd be truly interested in testing release candidates, but honestly, if nobody tests them right now, is for a reason, and this is why should I test it if another one will come in a very short time anyway? We can talk about community morals here, about being really active and not only ripping of the benefits and bla bla bla but in truth, really effective things occur when we see things like they really are, not based on ideals. The fact that this discussion even started shows that something needs to be done here, and instead of making separate branches, that as sergey said, most people will stick to the development one, I propose simple extending the release cycle indefinetely, until clear, big and small goals are met, with a cap of course, lets say nine months or a year. 2015-03-06 9:42 GMT-03:00 Julien Duroure julien.duro...@gmail.com: Hello, What about a ready to merge phabricator project to identify patches that are ready, but not merged yet because of bcon4. This will solve lost patches into phabricator from occasional developers. But not solve core developer commits , that are not linked to phabricator tasks. Regards, Le 6 mars 2015 à 13:26, Gaia gaia.cl...@machinimatrix.org a écrit : Are these assumptions based on common sense or are these approved observations? - Basically everyone will just stick to shiny development branch - release wouldn't even be well-tested by artists. - Plus file compatibility issues will still exist. On 06.03.2015 12:03, Sergey Sharybin wrote: If you'll read conversation with Campbell a bit more accurate Gaia's proposal will cause the same issue as staging branch mentioned above. Basically everyone will just stick to shiny development branch and release one wouldn't even be well-tested by artists. Plus file compatibility issues will still exist. On Fri, Mar 6, 2015 at 3:55 PM, Joshua Leung aligor...@gmail.com wrote: Gaia's suggestion makes a lot of sense IMO. Basically, when we get to BCon4 time, we fork off a release branch for the upcoming release. Development can continue in master, but fixes will be backported to the release branch one by one. This acts as an extra level of protection against accidental last-minute cleanups sneaking in. On Fri, Mar 6, 2015 at 11:38 PM, Gaia gaia.cl...@machinimatrix.org wrote: I just was thinking about something similar, but possibly easier to maintain: - A development branch for committing ongoing work. - Release branch created as soon as only patches allowed applies. Then while the release branch is active any commit there could possibly be automatically merged into the development branch. Of course whenever a conflict happens, then the release developer would have some extra work to resolve this. So, as soon as the release is done, the release branch contains the finished release (ready for delivery) and the development branch is still up to date because all release fixes have been propagated to the development branch. Would something like this make sense? cheers, Gaia On 06.03.2015 11:17, Eugene Minov wrote: Hi! I'm not a developer but just read the thread and have been thinking, what if instead of making branch per feature, try to make branches for each BCon level or one branch for BCon in general and delete that branch after release. Sorry if this is not acceptable way or you already discussed that. Just a thought.. Eugene On Fri, Mar 6, 2015 at 11:07 AM, Campbell Barton ideasma...@gmail.com wrote: On Fri, Mar 6, 2015 at 8:05 PM, Sergey Sharybin sergey@gmail.com wrote: Yeah, fair enough about per-developer branch would only confuse patch applying more. Applying in a local branch does not mean you close the patch immediately. You close them when the branch gets committed to
Re: [Bf-committers] Blender developers meeting minutes - February 22, 2015
Hi Campbell, thanks for checking out. Sad to hear that there doesn't seem to be much feasibility in the ideas , I'd argue, but I'm no programmer, so I don't know what is really feasible or not, except from what looks easy or looks hard. Still, I'd like to rescue some ideas in case you missed them that seem important, not so big, not so hard ( seem is the key word here).: - Cage modifier that acts outside the mesh (it's default in most programs) - vector displacement generation / application, at least in displacement modifier. - Finish nurbs GSOC. - Elastic implicit skinning. - Finish / tighten manta flow integration. Of course there are other things like Modifiers as linkeable datablocks that I would kill for, but I understand that may require too much of refractoring and knowing of the blender code. Thanks, David. 2015-02-22 22:29 GMT-03:00 Jacob Merrill blueprintrand...@gmail.com: I forgot to add to that list, Game sprite and 2.5d sprite generation tools, for cycles and blender internal On Sun, Feb 22, 2015 at 4:51 PM, Campbell Barton ideasma...@gmail.com wrote: Hi David, checked over this list (a while back and again just now for recent suggestions), to see if any should be included in our wiki. But think practically none of them are very good for GSOC projects. Either they're very small/specific changes to behavior in functionality, which we better do as a part of regular development. Others are just big projects which more experienced devs should work on. Though I can't speak for module owners in all areas, it's disputable if we would even accept some of these suggestions. (don't fit well with Blender's existing design). An experienced GSOC student need not be limited by our suggested projects either, though its worth asking first to see if your project would be rejected based on functionality alone. On Mon, Feb 23, 2015 at 10:30 AM, David Fenner d4vidfen...@gmail.com wrote: Hi. About GSOC, we users have made a thread with ideas and suggestions, not as feature requests or random demands, but just to serve as a starting point or somewhere that devs and students can look for ideas . In general things were kept quite realistic and not too ambitious, there are some interesting points there. Please take a look: http://blenderartists.org/forum/showthread.php?362702-GSOC-2015-user-ideas Thanks, David. 2015-02-22 12:58 GMT-03:00 Ton Roosendaal t...@blender.org: Hi all, (Our DNS service had/has issues, websites work but might not resolve. Just retry then!) Here are the notes from today's meeting in irc.freenode.net #blendercoders. 1) Upcoming 2.74 release - The current project list: http://wiki.blender.org/index.php/Dev:Doc/Projects - We're still on planning and in BCon3 (wrapping up and fix only). A test build can be made next week. - The Sticky keys patch has been moved to 2.75. Julian Eisel (code) and Campbell Barton (review) agreed that changes in Blender's event system are a bit too risky now, better apply right after release. - Apparently a lot of coders like cats! So, time to challenge the artists out there to come up with Cat Splash for 2.74. Frequent code-contributors who have cats can help judging! (Contact me). 2) Other projects - Blender Foundation has sent in the application! March 2 Google announces which orgs participate this year. http://www.google-melange.com/gsoc/homepage/google/gsoc2015 - All module owners are invited to add their ideas for GSoC students on this list: http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2015/Ideas - Bastien Montagne has been having fun optimizing our GHash hashing code: https://developer.blender.org/T43766 Thanks, -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer 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 -- - 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developers meeting minutes - February 22, 2015
Hi. About GSOC, we users have made a thread with ideas and suggestions, not as feature requests or random demands, but just to serve as a starting point or somewhere that devs and students can look for ideas . In general things were kept quite realistic and not too ambitious, there are some interesting points there. Please take a look: http://blenderartists.org/forum/showthread.php?362702-GSOC-2015-user-ideas Thanks, David. 2015-02-22 12:58 GMT-03:00 Ton Roosendaal t...@blender.org: Hi all, (Our DNS service had/has issues, websites work but might not resolve. Just retry then!) Here are the notes from today's meeting in irc.freenode.net #blendercoders. 1) Upcoming 2.74 release - The current project list: http://wiki.blender.org/index.php/Dev:Doc/Projects - We're still on planning and in BCon3 (wrapping up and fix only). A test build can be made next week. - The Sticky keys patch has been moved to 2.75. Julian Eisel (code) and Campbell Barton (review) agreed that changes in Blender's event system are a bit too risky now, better apply right after release. - Apparently a lot of coders like cats! So, time to challenge the artists out there to come up with Cat Splash for 2.74. Frequent code-contributors who have cats can help judging! (Contact me). 2) Other projects - Blender Foundation has sent in the application! March 2 Google announces which orgs participate this year. http://www.google-melange.com/gsoc/homepage/google/gsoc2015 - All module owners are invited to add their ideas for GSoC students on this list: http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2015/Ideas - Bastien Montagne has been having fun optimizing our GHash hashing code: https://developer.blender.org/T43766 Thanks, -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer 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
Re: [Bf-committers] [Bf-blender-cvs] [fae3850] master: Allow explicit control over world background.
wow!!! Is this in some sort related to having scene grease pencil strokes previewed in the sequencer (opengl preview)?? 2014-11-24 19:37 GMT-03:00 Joshua Leung aligor...@gmail.com: Great! :) On Tue, Nov 25, 2014 at 11:08 AM, Antony Riakiotakis kal...@gmail.com wrote: None as far as I know. This has struck me as odd in the past as well. Committed https://developer.blender.org/rB435eaa79b26c1b72287dd78df3ae7a1d79db3d32 On 24 November 2014 at 21:59, Joshua Leung aligor...@gmail.com wrote: Hi Antony, Is there any reason why this *still* isn't applied for OpenGl renders too? For certain workflows (e.g. Grease Pencil shorts) where having that makes it easy to render things out as intended. Joshua On 25/11/2014 2:29 AM, Antony Riakiotakis nore...@git.blender.org wrote: Commit: fae385029394159428799ef0ec690dd6c31e4b72 Author: Antony Riakiotakis Date: Mon Nov 24 14:29:09 2014 +0100 Branches: master https://developer.blender.org/rBfae385029394159428799ef0ec690dd6c31e4b72 Allow explicit control over world background. Previosuly, world was shown on the background if Render Only was used. Now user should be able to set it independently. This is a prelude to (drumroll)... === M release/scripts/startup/bl_ui/space_view3d.py M source/blender/editors/space_view3d/view3d_draw.c M source/blender/makesdna/DNA_view3d_types.h M source/blender/makesrna/intern/rna_space.c === diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py index 0ea552e..d0cfd19 100644 --- a/release/scripts/startup/bl_ui/space_view3d.py +++ b/release/scripts/startup/bl_ui/space_view3d.py @@ -2813,6 +2813,7 @@ class VIEW3D_PT_view3d_display(Panel): col = layout.column() col.prop(view, show_only_render) +col.prop(view, show_world) col = layout.column() display_all = not view.show_only_render diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 21329e6..d681915 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -3211,7 +3211,7 @@ static void view3d_main_area_draw_engine_info(View3D *v3d, RegionView3D *rv3d, A static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar) { /* clear background */ - if (scene-world (v3d-flag2 V3D_RENDER_OVERRIDE)) { /* clear with solid color */ + if (scene-world (v3d-flag3 V3D_SHOW_WORLD)) { /* clear with solid color */ if (scene-world-skytype WO_SKYBLEND) { /* blend sky */ int x, y; float col_hor[3]; diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h index 3efba48..0eee28e 100644 --- a/source/blender/makesdna/DNA_view3d_types.h +++ b/source/blender/makesdna/DNA_view3d_types.h @@ -201,7 +201,9 @@ typedef struct View3D { char gridflag; /* transform widget info */ - char twtype, twmode, twflag, pad2[2]; + char twtype, twmode, twflag; + + short flag3; /* afterdraw, for xray transparent */ struct ListBase afterdraw_transp; @@ -267,21 +269,24 @@ typedef struct View3D { ((view = RV3D_VIEW_FRONT) (view = RV3D_VIEW_BOTTOM)) /* View3d-flag2 (short) */ -#define V3D_RENDER_OVERRIDE4 -#define V3D_SOLID_TEX 8 -#define V3D_SHOW_GPENCIL 16 -#define V3D_LOCK_CAMERA32 -#define V3D_RENDER_SHADOW 64 /* This is a runtime only flag that's used to tell draw_mesh_object() that we're doing a shadow pass instead of a regular draw */ -#define V3D_SHOW_RECONSTRUCTION128 -#define V3D_SHOW_CAMERAPATH256 -#define V3D_SHOW_BUNDLENAME512 -#define V3D_BACKFACE_CULLING 1024 -#define V3D_RENDER_BORDER 2048 -#define V3D_SOLID_MATCAP 4096/* user flag */ -#define V3D_SHOW_SOLID_MATCAP 8192/* runtime flag */ -#define V3D_OCCLUDE_WIRE 16384 -#define V3D_SHADELESS_TEX 32768 - +#define V3D_RENDER_OVERRIDE(1 2) +#define V3D_SOLID_TEX (1 3) +#define V3D_SHOW_GPENCIL (1 4) +#define V3D_LOCK_CAMERA(1 5) +#define V3D_RENDER_SHADOW (1 6)/* This is a