Re: [Bf-committers] Blender 2.80-beta is out!

2018-11-29 Thread David Fenner
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
>
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Re: [Bf-committers] Workspace Branch Merged into blender2.8

2017-06-15 Thread David Fenner
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 -
> >> ___
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> >> https://lists.blender.org/mailman/listinfo/bf-committers
> >>
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Re: [Bf-committers] Workspace Branch Merged into blender2.8

2017-06-05 Thread David Fenner
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 -
> ___
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Re: [Bf-committers] Deadly bugs (proposal for 2.8)

2016-12-10 Thread David Fenner
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
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Re: [Bf-committers] Is there a plan for custom Passes/AOV rendering?

2016-08-17 Thread David Fenner
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
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> mailman/listinfo/bf-committers
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Re: [Bf-committers] Stepping away from Blender development

2016-08-01 Thread David Fenner
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,
> >
>
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Re: [Bf-committers] Compliments

2016-05-19 Thread David Fenner
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
>
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Re: [Bf-committers] Bring multiple objects to edit mode

2016-02-21 Thread David Fenner
> > > > 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

2016-02-18 Thread David Fenner
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.
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Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread David Fenner
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.
> > ___
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> > http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread David Fenner
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
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Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread David Fenner
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.
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Re: [Bf-committers] Cycles velocity

2015-10-25 Thread David Fenner
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)
> >> ___
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> >> 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
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Re: [Bf-committers] OpenSubdiv status

2015-08-05 Thread David Fenner
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
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--
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Re: [Bf-committers] OpenSubdiv status

2015-08-04 Thread David Fenner
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
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Re: [Bf-committers] VSE caching

2015-04-07 Thread David Fenner
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.
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Re: [Bf-committers] Workflow shaders proposal

2015-03-24 Thread David Fenner
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.
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Re: [Bf-committers] Everything Nodes

2015-03-07 Thread David Fenner
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
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Re: [Bf-committers] Everything Nodes

2015-03-07 Thread David Fenner
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
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Re: [Bf-committers] RFC: Continuous integration branch?

2015-03-06 Thread David Fenner
(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?

2015-03-06 Thread David Fenner
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

2015-02-23 Thread David Fenner
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
  
  
  
   ___
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   http://lists.blender.org/mailman/listinfo/bf-committers
  
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  --
  - Campbell
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Re: [Bf-committers] Blender developers meeting minutes - February 22, 2015

2015-02-22 Thread David Fenner
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



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 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers

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Re: [Bf-committers] [Bf-blender-cvs] [fae3850] master: Allow explicit control over world background.

2014-11-24 Thread David Fenner
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