Re: [Bf-committers] Pataz Studio's Gooseberry Wishlist
Hi Daniel, if you allow for comment you can get direct feedback on the doc. Said that fortunately for some of your request there is already a solution: about the shader preview there's already the node wrangler tool from Greg Zaal that does exactly what you're looking for (it add a viewer node that goes straight to the output) and shows the part of the shader you want to inspect. in the Amaranth addon by Pablo Vazquez there's the option to unsimplify render so while you see the 0 subsurf level on Ogl the render still is at full resolution 2014-03-12 22:23 GMT+01:00 Daniel Salazar - patazstudio.com zan...@gmail.com: Hi! I'm collecting a nice set of improvements we would love to have in Blender. Most of them I'd say are nice targets for new developers who are looking for ideas to start experimenting with Blender code :) Please let me know if you're interested in trying some of those and I can give more details https://docs.google.com/document/d/116RzBoCFYaxq172epjjxly6JdD505mA1wTPbP9Er6Lo/edit Best regards, Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Pataz Studio's Gooseberry Wishlist
Hi Daniel, I agree with you about the standardization of the tools and sometimes becomes very annoying to verify if each artist have all the tool installed on his workstation (due to the fact that all of the previously mentioned are simply add on that have to be enabled) . However I think there's always a noisy line between what has to be in the main official software and what can be left to add-on since I think add-on are seriously part of blender, probably those tagged as official could have a bigger consensus from a wider audience but the core value remain the same. I'm not pushing for a specific solution, I'm just sharing some thought. :) Cheers, Francesco 2014-03-12 23:22 GMT+01:00 Daniel Salazar - patazstudio.com zan...@gmail.com: Hi Francesco, thanks for pointing this out. Actually we're always writing little python scripts to get around this things too. Of course I would rather see it nicely implemented in Blender :) The fact that many more artists doing production work like Pablo and Bassam have similar workarounds just points to the reality of the needs :) best regards! Daniel Salazar patazstudio.com On Wed, Mar 12, 2014 at 4:17 PM, Francesco Paglia f.paglia...@gmail.com wrote: Hi Daniel, if you allow for comment you can get direct feedback on the doc. Said that fortunately for some of your request there is already a solution: about the shader preview there's already the node wrangler tool from Greg Zaal that does exactly what you're looking for (it add a viewer node that goes straight to the output) and shows the part of the shader you want to inspect. in the Amaranth addon by Pablo Vazquez there's the option to unsimplify render so while you see the 0 subsurf level on Ogl the render still is at full resolution 2014-03-12 22:23 GMT+01:00 Daniel Salazar - patazstudio.com zan...@gmail.com: Hi! I'm collecting a nice set of improvements we would love to have in Blender. Most of them I'd say are nice targets for new developers who are looking for ideas to start experimenting with Blender code :) Please let me know if you're interested in trying some of those and I can give more details https://docs.google.com/document/d/116RzBoCFYaxq172epjjxly6JdD505mA1wTPbP9Er6Lo/edit Best regards, Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Pataz Studio's Gooseberry Wishlist
Hi Daniel, I hope I haven't been misunderstood. I do agree with your idea and your wishlist goes exactly in this direction: grab good concept or real production issue and evolve them into solid tool. I was just thinking about a scenario where tools proposed by scripters for their own purpose can be improved/discussed/generalized to better suite the widest range of artists possible still staying in the form of an add-on ... nothing else :) However I must take a look at your animAll addon before it dies since I've never heard of it :) 2014-03-13 0:11 GMT+01:00 Daniel Salazar - patazstudio.com zan...@gmail.com : IMO Any project specific workflow helper should be an add-on or a patch, but I don't see any in my wishlist. In a sense our production hacks just become initial proofs of concept of things to further develop later. One example is my AnimAll addon, I would love to see it die any day in favor of more integrated tools. Daniel Salazar patazstudio.com On Wed, Mar 12, 2014 at 4:57 PM, Francesco Paglia f.paglia...@gmail.com wrote: Hi Daniel, I agree with you about the standardization of the tools and sometimes becomes very annoying to verify if each artist have all the tool installed on his workstation (due to the fact that all of the previously mentioned are simply add on that have to be enabled) . However I think there's always a noisy line between what has to be in the main official software and what can be left to add-on since I think add-on are seriously part of blender, probably those tagged as official could have a bigger consensus from a wider audience but the core value remain the same. I'm not pushing for a specific solution, I'm just sharing some thought. :) Cheers, Francesco 2014-03-12 23:22 GMT+01:00 Daniel Salazar - patazstudio.com zan...@gmail.com: Hi Francesco, thanks for pointing this out. Actually we're always writing little python scripts to get around this things too. Of course I would rather see it nicely implemented in Blender :) The fact that many more artists doing production work like Pablo and Bassam have similar workarounds just points to the reality of the needs :) best regards! Daniel Salazar patazstudio.com On Wed, Mar 12, 2014 at 4:17 PM, Francesco Paglia f.paglia...@gmail.com wrote: Hi Daniel, if you allow for comment you can get direct feedback on the doc. Said that fortunately for some of your request there is already a solution: about the shader preview there's already the node wrangler tool from Greg Zaal that does exactly what you're looking for (it add a viewer node that goes straight to the output) and shows the part of the shader you want to inspect. in the Amaranth addon by Pablo Vazquez there's the option to unsimplify render so while you see the 0 subsurf level on Ogl the render still is at full resolution 2014-03-12 22:23 GMT+01:00 Daniel Salazar - patazstudio.com zan...@gmail.com: Hi! I'm collecting a nice set of improvements we would love to have in Blender. Most of them I'd say are nice targets for new developers who are looking for ideas to start experimenting with Blender code :) Please let me know if you're interested in trying some of those and I can give more details https://docs.google.com/document/d/116RzBoCFYaxq172epjjxly6JdD505mA1wTPbP9Er6Lo/edit Best regards, Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Pataz Studio's Gooseberry Wishlist
Thank you for the link! I'll take a look as soon as possible :) 2014-03-13 0:55 GMT+01:00 Daniel Salazar - patazstudio.com zan...@gmail.com : Thanks for your feedback man, appreciated and I agree with you. There's a fine but important line in what is the job of an addon/script and what is the job of Blender itself. Of course I can not push for any of those features anyway, there has to be a consensus between some coders and the owners of modules :) Off topic: AnimAll http://www.youtube.com/watch?v=xlJ71XChDuY :) Daniel Salazar patazstudio.com On Wed, Mar 12, 2014 at 5:49 PM, Francesco Paglia f.paglia...@gmail.com wrote: Hi Daniel, I hope I haven't been misunderstood. I do agree with your idea and your wishlist goes exactly in this direction: grab good concept or real production issue and evolve them into solid tool. I was just thinking about a scenario where tools proposed by scripters for their own purpose can be improved/discussed/generalized to better suite the widest range of artists possible still staying in the form of an add-on ... nothing else :) However I must take a look at your animAll addon before it dies since I've never heard of it :) 2014-03-13 0:11 GMT+01:00 Daniel Salazar - patazstudio.com zan...@gmail.com : IMO Any project specific workflow helper should be an add-on or a patch, but I don't see any in my wishlist. In a sense our production hacks just become initial proofs of concept of things to further develop later. One example is my AnimAll addon, I would love to see it die any day in favor of more integrated tools. Daniel Salazar patazstudio.com On Wed, Mar 12, 2014 at 4:57 PM, Francesco Paglia f.paglia...@gmail.com wrote: Hi Daniel, I agree with you about the standardization of the tools and sometimes becomes very annoying to verify if each artist have all the tool installed on his workstation (due to the fact that all of the previously mentioned are simply add on that have to be enabled) . However I think there's always a noisy line between what has to be in the main official software and what can be left to add-on since I think add-on are seriously part of blender, probably those tagged as official could have a bigger consensus from a wider audience but the core value remain the same. I'm not pushing for a specific solution, I'm just sharing some thought. :) Cheers, Francesco 2014-03-12 23:22 GMT+01:00 Daniel Salazar - patazstudio.com zan...@gmail.com: Hi Francesco, thanks for pointing this out. Actually we're always writing little python scripts to get around this things too. Of course I would rather see it nicely implemented in Blender :) The fact that many more artists doing production work like Pablo and Bassam have similar workarounds just points to the reality of the needs :) best regards! Daniel Salazar patazstudio.com On Wed, Mar 12, 2014 at 4:17 PM, Francesco Paglia f.paglia...@gmail.com wrote: Hi Daniel, if you allow for comment you can get direct feedback on the doc. Said that fortunately for some of your request there is already a solution: about the shader preview there's already the node wrangler tool from Greg Zaal that does exactly what you're looking for (it add a viewer node that goes straight to the output) and shows the part of the shader you want to inspect. in the Amaranth addon by Pablo Vazquez there's the option to unsimplify render so while you see the 0 subsurf level on Ogl the render still is at full resolution 2014-03-12 22:23 GMT+01:00 Daniel Salazar - patazstudio.com zan...@gmail.com: Hi! I'm collecting a nice set of improvements we would love to have in Blender. Most of them I'd say are nice targets for new developers who are looking for ideas to start experimenting with Blender code :) Please let me know if you're interested in trying some of those and I can give more details https://docs.google.com/document/d/116RzBoCFYaxq172epjjxly6JdD505mA1wTPbP9Er6Lo/edit Best regards, Daniel Salazar patazstudio.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer meeting notes, February 9, 2014
I strongly rely on linked libraries but as pointed out by Bassam if you don't carefully plan everything you have no chance to locally override specific properties. Unfortunately I'm always in a hurry and there's never time to cope with complex python scripts... The ability to proxyfy properties, or whatever you like to call it, would be one of the major improvement I could benefit! 2014-02-13 19:59 GMT+01:00 Bassam Kurdali bas...@urchn.org: On Thu, 2014-02-13 at 09:48 -0800, Nathan Vegdahl wrote: Regarding the Gooseberry meeting: Is this a good time to finally revisit the proxy system as well? I.e. making it useful for all object types and data, not just Armatures. And ridding it of the weird and obscure quirks it currently has. I could be wrong, but that seems like one of the biggest production bottlenecks that Blender currently faces. It certainly made a lot of things painful on Sintel. +1 -though maybe 'proxy' itself doesn't need to remain, just a way of overriding in a more generic way - I guess it could be called proxy, but I'm thinking 'more like the way' python overriding works, but in the UI instead: I guess that's what you mean by 'RNA layering system' below. We had discussed at the time changing it to some kind of RNA layering system, where linked data could have its RNA values locally overridden. We were essentially doing that on Sintel for simulation anyway, just via Python scripts. But it was a terrible user experience, error prone, and impractical for doing any kind of complex animation since it had to be scripted. We have been making custom scripts with UIs in wires for empathy for the same thing: basically creating local scene properties and a toolbox interface, to override specific linked properties. It is pretty solid, but, you do have to plan ahead for every single override, creating a bottleneck on scripters/riggers to make things available. It also is cumbersome from an animation perspective (you would have to do on frame change update handlers for any properties you need animated) - but the fact that this stuff can be kludged via python is encouraging that it might be implementable as a 'proper' design. --Nathan On Sun, Feb 9, 2014 at 8:25 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Here are the notes from today's meeting in irc.freenode.net#blendercoders. 1) Work on upcoming 2.70 release - Planning for release didn't change: http://wiki.blender.org/index.php/Dev:Doc/Projects - Image Editor panels are being reshuffled now: https://developer.blender.org/T38371 - Crucial bugs to be done are now listed in a special page: https://developer.blender.org/project/view/35/ - Showstopper bug is for Windows with non-Ascii character file paths (like Japanese). https://developer.blender.org/T35176 Campbell Barton and Tamito Kajiyama will check on it. - Note! Python scripters who added toolbar buttons should check and/or update scripts, because of news tabs there. Connect Campbell if you need help. - Sketchfab will submit an add-on to be included in release, using the 'commercial services' deal we've reviewed and accepted last August. It still needs to be reviewed though. 2) Other projects - Ton Roosendaal wrote a report of the developer meeting in Blender Institute, to map out issues for the next film project: http://gooseberry.blender.org/developer-meeting-pipeline-and-tools/ - Lukas Toenne started to work on a cleanup compositor code, will be online this week. - After the meeting, there was a discussion on the status of NPR render in Blender, and the 'BEER' project from Bong Wee Kwong. http://wiki.blender.org/index.php/User:LightBWK A new mailing list has been added to discuss work on Blender's NPR render future: http://lists.blender.org/mailman/listinfo/bf-blender-npr 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] render spare frame and short sequence together
Hi campbell, I tried this: blender -b filname.blend -f 84 -f 96 -s 110 -e 113 -a and blender started rendering from 84 till 113... 2014-02-11 13:58 GMT+01:00 Campbell Barton ideasma...@gmail.com: On Tue, Feb 11, 2014 at 4:16 PM, Francesco Paglia f.paglia...@gmail.com wrote: Hi everyone! While rendering a short video I had the need of re-render spare frame that crashed on the renderfarm... some times the frames were concatenated like 110,111,112,113 some time not. so I tried to add those frames in a single batch process in this way: blender -b filname.blend -f 84 -f 96 -s 110 -e 113 -s 137 -e 139 -a -s and -e only set the frame range, not trigger animation render - this works as you intended. blender -b filname.blend -f 84 -f 96 -s 110 -e 113 -a -s 137 -e 139 -a what I got is just the spare frames and the latest group of frames defined in the animation so I was forced to add each frame manually like -f 84 -f 96 -f 110 -f 111 -f 112 -f 113 Wouldn't it be better if we can easily write a line much shorter and easier to read for a human being like the following: blender -b filename.blend -f 84,96,110-113,137-139,145 Waiting for your feedback! ciao Francesco -- Francesco Paglia Vfx and Production Supervisor e-mail f.paglia...@gmail.com ___ 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 -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] render spare frame and short sequence together
Thank you Campbell... i'll check it again to see if I made any mistake... I'll let you know asap 2014-02-11 15:06 GMT+01:00 Campbell Barton ideasma...@gmail.com: works here http://www.graphicall.org/ftp/ideasman42/typescript_render.html On Wed, Feb 12, 2014 at 12:56 AM, Francesco Paglia f.paglia...@gmail.com wrote: Hi campbell, I tried this: blender -b filname.blend -f 84 -f 96 -s 110 -e 113 -a and blender started rendering from 84 till 113... 2014-02-11 13:58 GMT+01:00 Campbell Barton ideasma...@gmail.com: On Tue, Feb 11, 2014 at 4:16 PM, Francesco Paglia f.paglia...@gmail.com wrote: Hi everyone! While rendering a short video I had the need of re-render spare frame that crashed on the renderfarm... some times the frames were concatenated like 110,111,112,113 some time not. so I tried to add those frames in a single batch process in this way: blender -b filname.blend -f 84 -f 96 -s 110 -e 113 -s 137 -e 139 -a -s and -e only set the frame range, not trigger animation render - this works as you intended. blender -b filname.blend -f 84 -f 96 -s 110 -e 113 -a -s 137 -e 139 -a what I got is just the spare frames and the latest group of frames defined in the animation so I was forced to add each frame manually like -f 84 -f 96 -f 110 -f 111 -f 112 -f 113 Wouldn't it be better if we can easily write a line much shorter and easier to read for a human being like the following: blender -b filename.blend -f 84,96,110-113,137-139,145 Waiting for your feedback! ciao Francesco -- Francesco Paglia Vfx and Production Supervisor e-mail f.paglia...@gmail.com ___ 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 -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ 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 -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] render spare frame and short sequence together
Just tested it again and seems working fine... my error was that I added -a just at the end and not for each sequence. Wrote like this: blender -b filname.blend -f 84 -f 96 -s 110 -e 113 -s 137 -e 139 -a 2014-02-11 15:21 GMT+01:00 Francesco Paglia f.paglia...@gmail.com: Thank you Campbell... i'll check it again to see if I made any mistake... I'll let you know asap 2014-02-11 15:06 GMT+01:00 Campbell Barton ideasma...@gmail.com: works here http://www.graphicall.org/ftp/ideasman42/typescript_render.html On Wed, Feb 12, 2014 at 12:56 AM, Francesco Paglia f.paglia...@gmail.com wrote: Hi campbell, I tried this: blender -b filname.blend -f 84 -f 96 -s 110 -e 113 -a and blender started rendering from 84 till 113... 2014-02-11 13:58 GMT+01:00 Campbell Barton ideasma...@gmail.com: On Tue, Feb 11, 2014 at 4:16 PM, Francesco Paglia f.paglia...@gmail.com wrote: Hi everyone! While rendering a short video I had the need of re-render spare frame that crashed on the renderfarm... some times the frames were concatenated like 110,111,112,113 some time not. so I tried to add those frames in a single batch process in this way: blender -b filname.blend -f 84 -f 96 -s 110 -e 113 -s 137 -e 139 -a -s and -e only set the frame range, not trigger animation render - this works as you intended. blender -b filname.blend -f 84 -f 96 -s 110 -e 113 -a -s 137 -e 139 -a what I got is just the spare frames and the latest group of frames defined in the animation so I was forced to add each frame manually like -f 84 -f 96 -f 110 -f 111 -f 112 -f 113 Wouldn't it be better if we can easily write a line much shorter and easier to read for a human being like the following: blender -b filename.blend -f 84,96,110-113,137-139,145 Waiting for your feedback! ciao Francesco -- Francesco Paglia Vfx and Production Supervisor e-mail f.paglia...@gmail.com ___ 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 -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ 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 -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] render spare frame and short sequence together
Hi everyone! While rendering a short video I had the need of re-render spare frame that crashed on the renderfarm... some times the frames were concatenated like 110,111,112,113 some time not. so I tried to add those frames in a single batch process in this way: blender -b filname.blend -f 84 -f 96 -s 110 -e 113 -s 137 -e 139 -a what I got is just the spare frames and the latest group of frames defined in the animation so I was forced to add each frame manually like -f 84 -f 96 -f 110 -f 111 -f 112 -f 113 Wouldn't it be better if we can easily write a line much shorter and easier to read for a human being like the following: blender -b filename.blend -f 84,96,110-113,137-139,145 Waiting for your feedback! ciao Francesco -- Francesco Paglia Vfx and Production Supervisor e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Compositing View Port Proposal
Having the ability to compo in the 3D space would definitely improve the use of the compositor seriously enabling dozen of action that aren't easily achieved right now. I don't know if you'll get that far (due to GSoC time frame) but would be an incredible revolution 2012/3/28 Tobias Oelgarte tobias.oelga...@googlemail.com I would really like to see such features. In my recent times with blender there where so many scenarios when just using GLSL would have been good enough if it weren't for the lack of: * soft shadows * worldspace normals for materials * compositing * motion blur trough oversampling (render 16 sub frames, combine them to one) If some of these things where present i would switch gladly from BI to GLSL instead. Fast rendering is always a good thing. If it also looks good enough, then it is perfect. At least in my opinion. Am 27.03.2012 22:58, schrieb Jason Wilkins: This year I am considering proposing a new viewport for Blender as a Summer of Code project. Name is subject to change. I've already had one person think that I want to preview compositing nodes in the view port. That is not my proposal. This email is to solicit some feedback so that I can write a good proposal or change my focus and propose something else. The problems as I currently see them: * The current view port rendering code in Blender is a mess. * Extending the view port has to be done ad hoc and is even recommended against due to its complexity * Taking advantage of modern opengl features might be especially difficult. These include: - pixel buffers - floating point or HDR formats - depth textures Parts of a possible proposal: * re-factor all view port drawing operations into a set of composable commands * enable rendering to pixel buffers * compose pixel buffers using GLSL and/or blending operations * new view port modes can be written as scripts, like Render Monkey or DirectX Effect format (or even Quake 3 if you wanna go back that far) * re-enable all current view port modes as just simple scripts in the new system * create new view port modes (like Material Capture or SSAO) * let expert users create their own custom viewports * the ability to control view port script parameters using RNA, i.e., automatically add controls to the UI I am not proposing doing anything with the GLSL code generator that is used for materials. I have not looked into how this integrates with the different view port drawing modes (triple, etc.) I am concerned that PBVH drawing in 'partial redraw' mode may be more difficult to integrate, or not. Cursor rendering probably is not affected. I discussed this briefly with Ton, he had some ideas about glowing outlines around objects. That kind of feature would be possible. Part of my proposal could include a set of example view ports scripts like that to get the expert users started. I'd like to really focus this year on a single goal with an easily defined deliverable. ___ 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 -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer meeting minutes, January 8 2012
I started reading the asset's ideas! I'll be really pleasant to help! And even I will never have time to write in the wiki (since I have to study how to) Give me Andrea's mail or a post in the mailing list and I'll write there! :) Cheers, Francesco 2012/1/8 Ton Roosendaal t...@blender.org Hi all, Here's notes from today's meeting. (And no, we didn't decide or discuss Collada issues, that's still being reviewed! :) 1) Blender 2.62 release targets - Current targets: http://wiki.blender.org/index.php/Dev:Doc/Projects - Antonis: UV tools progresses, it takes a couple of more days. Docs need upgrade too. http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools Tom suggested he should seek a few artists to help testing and provide feebdack and/or docs! - Longer names for Blender data, Sergey will try this week. Ton tries to be around for help. - Movie Clip editor: Object tracking is in svn now, docs get updated still. http://wiki.blender.org/index.php/Doc:2.6/Manual/Motion_Tracking - Question on depsgraph progress: no progress here... - Brecht: multi gpu rendering is nearly done, render passes too. Will all be ready this month. - Brecht found possiblie solution for Nvidia Fermi slowdown with faces using double sided light. He will check if this is feasible to add. - Pete Larabell: patch for updated double-edge-matte Composite node goes to codereview today - Still two weeks left to complete new features or add patches/branches. On January 22nd we enter BCon3 (only work on fixes). 2) Other projects - BMesh goes as expected. Modifiers being done now, particle support then follows. - Carve library (Boolean Mesh intersection): works good now, but has a triangulation issue, needs solution. Might get to trunk as ifdeffed option - Andrea starts working on Asset Browsing: http://wiki.blender.org/index.php/User:Elubie/AssetBrowser She could use feedback from a sall team who likes to get involved too, preferably people with past production experience (suggested: Campbell, F Paglia, Bassam) Laters, -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail f.paglia...@gmail.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers