Re: [Bf-committers] Pataz Studio's Gooseberry Wishlist

2014-03-12 Thread Francesco Paglia
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
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Re: [Bf-committers] Pataz Studio's Gooseberry Wishlist

2014-03-12 Thread Francesco Paglia
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
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Re: [Bf-committers] Pataz Studio's Gooseberry Wishlist

2014-03-12 Thread Francesco Paglia
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
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   --
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   Vfx and Production Supervisor
  
   mobile  +39 347.82.12.473
   e-mail   f.paglia...@gmail.com
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  mobile  +39 347.82.12.473
  e-mail   f.paglia...@gmail.com
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Re: [Bf-committers] Pataz Studio's Gooseberry Wishlist

2014-03-12 Thread Francesco Paglia
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
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--
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Re: [Bf-committers] Blender developer meeting notes, February 9, 2014

2014-02-13 Thread Francesco Paglia
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
  
  
  
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Re: [Bf-committers] render spare frame and short sequence together

2014-02-11 Thread Francesco Paglia
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
 
  --
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  Vfx and Production Supervisor
 
  e-mail   f.paglia...@gmail.com
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Re: [Bf-committers] render spare frame and short sequence together

2014-02-11 Thread Francesco Paglia
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
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  --
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  Vfx and Production Supervisor
 
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  e-mail   f.paglia...@gmail.com
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Re: [Bf-committers] render spare frame and short sequence together

2014-02-11 Thread Francesco Paglia
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
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  - Campbell
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  --
  Francesco Paglia
  Vfx and Production Supervisor
 
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 Vfx and Production Supervisor

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 e-mail   f.paglia...@gmail.com




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Vfx and Production Supervisor

mobile  +39 347.82.12.473
e-mail   f.paglia...@gmail.com
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[Bf-committers] render spare frame and short sequence together

2014-02-10 Thread Francesco Paglia
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
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Re: [Bf-committers] Compositing View Port Proposal

2012-03-28 Thread Francesco Paglia
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.
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Re: [Bf-committers] Blender developer meeting minutes, January 8 2012

2012-01-08 Thread Francesco Paglia
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

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mobile  +39 347.82.12.473
e-mail   f.paglia...@gmail.com
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