Re: [Bf-committers] cloth

2014-10-01 Thread Fredrik hansson
for the first patch do take a look at openmp for threading instead as it would 
become more portable and is already used in blender in several places.it also 
would handle different amounts of cores better. 

// Fredrik

 On Tuesday, September 30, 2014 7:32 PM, Jim Gaston 
jim.gas...@gerbertechnology.com wrote:
   

 Hi All,

I've made a couple of changes to the cloth modifier.
Since I'm new to blender (and open source generally) any advice is
welcome.


**The first patch changes collision.c
The patch make the cloth collision detection multithreaded.

    http://www.pasteall.org/54287/c

I've gotten good results on my system.
Unfortunately It's not portable, so I need some help to make it portable.
I tested it, but I always worry reentrancy.




**The second patch changes implicit.c
The patch forces the seams together after frame 15.

    http://www.pasteall.org/54288/c

Probably this change should be optional (I've hardcoded at the moment)
and instead of using a fixed frame number probably it should use the
pre-roll value instead.

Thank you and Regards
Jim



-Original Message-
From: bf-committers-boun...@blender.org
[mailto:bf-committers-boun...@blender.org] On Behalf Of Dan McGrath
Sent: Tuesday, September 30, 2014 1:05 PM
To: bf-blender developers
Subject: Re: [Bf-committers] cloth

Hi Jim,

You could probably try submit a patch to our phabricator (
developer.blender.org), or if you don't want the hassle of creating an
account, you could just use pasteall.org and put a link to the code for
others here to look over and critique. Hope this helps?


Dan

On Mon, Sep 29, 2014 at 11:50 AM, Jim Gaston 
jim.gas...@gerbertechnology.com wrote:

 Hi Dan,
        Thank you for the reply.

        I have a couple of patches I have made locally to the cloth
 modifier,
        But the patches need work.


        The first patch is a multithreaded version of
 cloth_bvh_objcollisions_nearcheck().
        It improves the speed of the cloth simulation.
        unfortunately, I don't know how to code it *portably*.

        The second patch causes sew lines to close after frame 15.
(Jez's
 sew springs).
        It works well for my application, but it needs to UI to make it
 optional and set the start frame.
        And it could be unacceptable because it is applied after the
 collision checks.


        both patches are small. Less than 100 lines.

 Regards
 Jim


 -Original Message-
 From: bf-committers-boun...@blender.org
 [mailto:bf-committers-boun...@blender.org] On Behalf Of Dan McGrath
 Sent: Monday, September 29, 2014 11:31 AM
 To: bf-blender developers
 Subject: Re: [Bf-committers] cloth

 Well, it depends on specifically what you are looking for. This list is
 for
 coders/coding, not for something looking for tutorials/help on how to
use
 cloth simulation.


 Dan

 On Mon, Sep 29, 2014 at 11:06 AM, Jim Gaston 
 jim.gas...@gerbertechnology.com wrote:

  Hello.
 
 
 
  I am interested in the blender cloth simulation.
 
  Is this the correct mailing list?
 
 
 
  Thank you and regards
 
  Jim
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Re: [Bf-committers] Auto switch between ortho/persp

2014-05-07 Thread Fredrik hansson
just incase you missed it.the autoperspective option already switches to ortho 
when you use the set views with the numpad keys.

as for the view snapping with alt+mmb sure yeah that could make sense. didn't 
actually know you could snap the view while rotating normally.

// Fredrik

On Tuesday, May 6, 2014 9:52 PM, Hadrien Brissaud hadris...@gmail.com wrote:
 
Hello all,

I have a small usability suggestion, but first of all I'd like to know
where the best place for suggestions would be. It's not the first time I
write to BF-committers and each time I feel like I'm a bit out of place.
BF-funboard doesn't seem to get a lot of attention (understandably, not
complaining here) and I heard developer.blender.org had a place for
suggestions, which I couldn't find.

While I'm here though, I might as well write it ? It's pretty
straightforward anyway :
I'd like to suggest a auto ortho option in addition to the auto
perspective one. What it would do is basically the opposite of auto
perspective, id est switch to ortho view when snapping to an axis with
alt+MMB.

I know everyone is busy and this mailing list is for discussing commits so
please redirect me to a more appropriate place for suggestions if there is
one.

Good night,

Hadrien
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Re: [Bf-committers] Import, research on speed improvements

2014-03-10 Thread Fredrik hansson
you can always do as i did and grab some of the stanford models they don't have 
uvs/normals but works anyway,
the xyzrgb_dragon one is 574mb or so and takes 27seconds to load for me or 
7seconds if the file is in the file cache.

can't say how long blender takes to do the same as it runs out of memory and 
crashes after a few minutes(32bit build)
it did manage to do the parsing step however 82seconds.
note that these numbere would be smaller if i was at home haven't got a ssd 
here at work.

as to Dan's question what i do here is not to thread every line but instead 
load say 1mb of the file at a time split that up 
into sections of1-numcores of lines,  that i then parse and stitch together in 
the original order since i know what order the chunks are.

the main speedup i found however is to just load the entire file or parts of 
the file into memory and then parse.
loading the entire thing is if im not mistaken the fastest but uses way to much 
memory while if i load 1mb at a time,
i actually use less memory than the file size in the end (338mb for the xyzrgb 
dragon)


// Fredrik




On Monday, March 10, 2014 5:50 AM, metalliandy metalliandy...@googlemail.com 
wrote:
 
I'm sure I can get something to you, mate. Be aware that the files are 
often 900mb+ though

I will upload something tomorrow.

Cheers,

-Andy

On 10/03/2014 03:12, Sebastian A. Brachi wrote:
 Andy, could you provide a link to an example to do some benchmarks?
 I'd prefer to work with real user cases than a super-subdivided suzzane.


 On Sun, Mar 9, 2014 at 8:42 PM, metalliandy
 metalliandy...@googlemail.comwrote:

 I have been praying for a faster obj loader for years!
 I use massive objs on a regular basis (up to 900mb) so this would be
 amazing. IMHO all I/O plugins should be done in C/C++ as python just
 doesn't have the speed.
 FWIW, Blender takes about 30mins to export a 31.5m poly mesh while
 ZBrush takes around 2 mins for the same mesh.

 Cheers,

 -Andy
 On 09/03/2014 19:21, Fredrik hansson wrote:
 hi,
 i
    have recently written a obj loader myself just for fun. now i did try
 to
 optimize it quite a bit by making it multithreaded and a few other
 things.
 i have put it up on https://github.com/FredrikHson/fast_obj_loader
 now
    granted this is a much simpler example than doing everything that
 blender does
 with pushing it into blenders internal structure and all that.
 anyway tried it + blenders current importer.
 some stats
 blender total 17.8 sec.
 8.6sec. parse time

 mine:
 sigle threaded 0.6seonds
 multi threaded 0.26sec

    this is on a 36mb obj file on a ssd drive with 8threads.

 so yes it could probably benefit from being done in c/c++ the question
 is still if its worth the trouble
 i personally never import anything much heavier than that 36mb file
 myself due to
 slow viewport/manipulation speeds after actually getting the file into
 blender and 18seconds is
 a bit annoying but i don't do it that often that its really much of an
 issue.
 what is much worse imo is export speeds ( i often forget export selected
 only) when dealing with
 dense subsurfed meshes.

 // Fredrik





 On Saturday, March 8, 2014 3:30 AM, Sebastian A. Brachi 
 sebastianbra...@gmail.com wrote:
 Hi Paul,
 I'm pretty satisfied with the performance of my importers right now, and
 specially compared to max-script.
 Turned out the major bottleneck was from UV data, since I wasn't using
 foreach_set which is a much efficient method than adding uv data in a
 loop.
 check

 http://blenderartists.org/forum/showthread.php?321210-Importing-UV-coordinates
 This is for video game data that usually isn't very heavy though
 (although
 I'm also importing whole levels with hundreds of assets, all in ~40
 seconds),
 and also not using an efficient method for unpacking half-floats (used a
 lot in video games for uvs).

 As I said before, I heard users complaining .obj importer performance vs
 zbrush's for example in 500 mb data (sculpts mainly).
 There might be room for improvement there, but consider the topics
 discussed (would be good to rewrite it? is C an better option? can small
 tweaks improve performance considerably?)

 Regards



 On Thu, Mar 6, 2014 at 12:26 PM, Paul Melis paul.me...@surfsara.nl
 wrote:
 Hi Sebastian,

 I read your interesting thread on blender import improvements. Did you
 make any progress on this topic? Would this be something that a
 summer-of-code student can work on as well?

 Regards,
 Paul



 On 01/05/14 23:00, Sebastian A. Brachi wrote:

 Hi all,
 this is the first time writing to the list, I'd like to start learning
 a
 lot and hopefully help to improve blender in some areas.
 My main interest right now is Blender's import/export pipeline.
 Currently I'm making an addon to import a lot of different formats from
 different game engines and also rewriting/improving some existing ones
 like
 PSK/PSA and MD5.

 I'd like to research the best possible ways to import to blender; my
 first
 concern besides code style

Re: [Bf-committers] Import, research on speed improvements

2014-03-09 Thread Fredrik hansson

hi,
i
 have recently written a obj loader myself just for fun. now i did try 
to 
optimize it quite a bit by making it multithreaded and a few other 
things.
i have put it up on https://github.com/FredrikHson/fast_obj_loader
now
 granted this is a much simpler example than doing everything that 
blender does 
with pushing it into blenders internal structure and all that.
anyway tried it + blenders current importer.
some stats
blender total 17.8 sec.
8.6sec. parse time

mine:
sigle threaded 0.6seonds
multi threaded 0.26sec 

 this is on a 36mb obj file on a ssd drive with 8threads.

so yes it could probably benefit from being done in c/c++ the question is still 
if its worth the trouble
i personally never import anything much heavier than that 36mb file myself due 
to 
slow viewport/manipulation speeds after actually getting the file into blender 
and 18seconds is
a bit annoying but i don't do it that often that its really much of an issue.
what is much worse imo is export speeds ( i often forget export selected only) 
when dealing with
dense subsurfed meshes.

// Fredrik





On Saturday, March 8, 2014 3:30 AM, Sebastian A. Brachi 
sebastianbra...@gmail.com wrote:
 
Hi Paul,
I'm pretty satisfied with the performance of my importers right now, and
specially compared to max-script.
Turned out the major bottleneck was from UV data, since I wasn't using
foreach_set which is a much efficient method than adding uv data in a loop.
check
http://blenderartists.org/forum/showthread.php?321210-Importing-UV-coordinates
This is for video game data that usually isn't very heavy though (although
I'm also importing whole levels with hundreds of assets, all in ~40
seconds),
and also not using an efficient method for unpacking half-floats (used a
lot in video games for uvs).

As I said before, I heard users complaining .obj importer performance vs
zbrush's for example in 500 mb data (sculpts mainly).
There might be room for improvement there, but consider the topics
discussed (would be good to rewrite it? is C an better option? can small
tweaks improve performance considerably?)

Regards



On Thu, Mar 6, 2014 at 12:26 PM, Paul Melis paul.me...@surfsara.nl wrote:

 Hi Sebastian,

 I read your interesting thread on blender import improvements. Did you
 make any progress on this topic? Would this be something that a
 summer-of-code student can work on as well?

 Regards,
 Paul



 On 01/05/14 23:00, Sebastian A. Brachi wrote:

 Hi all,
 this is the first time writing to the list, I'd like to start learning a
 lot and hopefully help to improve blender in some areas.
 My main interest right now is Blender's import/export pipeline.
 Currently I'm making an addon to import a lot of different formats from
 different game engines and also rewriting/improving some existing ones
 like
 PSK/PSA and MD5.

 I'd like to research the best possible ways to import to blender; my first
 concern besides code style is speed in large or medium files, and I have a
 couple questions. I've been reading
 http://wiki.blender.org/index.php/User:Ideasman42/ImportExport_TODO , and
 the idea of using C/C++ modules is very interesting. Here are some
 observations and questions for importing,

 (expect some misconceptions):


 1) Python file reading/parsing.

   *Seems fast enough to me in binary data, even with processing many
 GB's. I
 haven't tested XML/text data though (seems many users complain of the obj
 importer, but where are the main bottlenecks is unknown to me)
    Also best practices for reading seems to improve the speed (see 2))

   Q: C + Ctypes doesn't seem very good since we don't want to rewrite the
 reading part in C if it's done in python, and compile dlls or OS with the
 addons, right? But if someone
      like me would do it, does it seem like the best option because we can
 still keep the mesh building or other data handling in more readable
 python?

   Q: Is it worth to investigate Cython/pypy for speed improvements here
 and
 was it used in past addons pre 2.5?
      I haven't done any tests so far and I'd like to know opinions first,
 haven't found more than a couple threads in the list that mention it, and
 a
 few in BA:
      e.g.,
 http://blenderartists.org/forum/showthread.php?278213-
 TEST-Cython-performances-test



 2) Python binary data unpack (struct module).

    * This seems to add a lot of overhead, specially in big files. Also
 best
 practices allow for some speedups (like the use of struct.Struct or
 list.extend).
    Besides the main document in the API for best practices with a few tips
 in string handling when importing, I couldn't fine much info.

    Q: Is it worth to start/modify a document for best practices, and also
 add benchmarks? Who could I ask to review it?

    * What if Blender could accept/interpret python bytes objects to build
 geometry, avoiding the unpacking in python? E.g., reading a face index
 buffer all at once, and just passing the count,
    type (short in most cases) and bytes object 

Re: [Bf-committers] python tangents export missing

2013-08-19 Thread Fredrik hansson
+1 from me.
this is something that i have wanted to have for quite a long time now.
its also something that would be really useful when dealing with fbx files and 
udk,
so we can have synced tangents between blender/xnormal and udk.
maybe even unity but not sure about if it can import the tangents or just 
generate them.
anyway would be great if it was finally added to the python api.




 From: Morten Mikkelsen mikkels...@gmail.com
To: bf-blender developers bf-committers@blender.org 
Sent: Sunday, August 18, 2013 1:11 PM
Subject: [Bf-committers] python tangents export missing
 

I see rumblings now and then here and there about Blender's
python API missing the ability to export Blender's internal tangent space.

http://www.blender.org/forum/viewtopic.php?p=105835sid=68eaa02463462a62bbdcbe427761ca49


There's also been a proposed patch around for a while:

https://projects.blender.org/tracker/index.php?func=detailaid=29335group_id=9atid=127


I just thought I'd bring it up in case anyone has the knowledge and
bandwidth to perhaps pick it up.

Cheers,

Morten.
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Re: [Bf-committers] Object space normal map axis proposed change.

2013-06-14 Thread Fredrik hansson
a better option imo would be to give 3 small dropdown boxes under the object 
space selection or somewhere similar to the user where you can pick what goes 
where so you set it to match your target application





 From: metalliandy...@googlemail.com metalliandy...@googlemail.com
To: bf-committers@blender.org bf-committers@blender.org 
Sent: Friday, June 14, 2013 10:50 AM
Subject: [Bf-committers] Object space normal map axis proposed change.
 

Hy everyone,

I would like to propose a change the the axis configuration that is currently 
used when baking to object space normal maps. What does everyone think about 
changing it so that the axis matches the one for the tangent space normal maps 
(X+ Y+ Z+)? 
Currently the OS maps use a very odd configuration so if anyone wants to use 
them in other applications, or as something like a selection/direction mask 
while texturing, they have to do some very complicated channel flipping and 
swapping within Photoshop which is confusing even to experienced users.

Cheers,

-Andy
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Re: [Bf-committers] Adding Separate Wireframe Color for Edit Mode

2013-06-07 Thread Fredrik hansson
on the same topic made a patch like 5 months ago for well not the edit mode 
colors but per object (for all object types).
as for your screenshot example here is one with my patch applied and the 
highpoly object having its color changed 
https://www.dropbox.com/s/kfle9d6s1xzw85d/retopocolors.PNG
i think the problem before was the convincing ton part but can't really 
remember.

http://projects.blender.org/tracker/?func=detailatid=127aid=33817group_id=9




 From: Jonathan Williamson jonat...@cgcookie.com
To: bf-blender developers bf-committers@blender.org 
Sent: Friday, June 7, 2013 11:52 PM
Subject: [Bf-committers] Adding Separate Wireframe Color for Edit Mode
 

Hi everyone, and specifically Ton :)

I spoke with Campbell on IRC about this, and he just said I need to
convince you, Ton.

I would like to push for adding a new theme option for mesh wireframes in
Edit Mode. The reason for this is during retopology, when working on dense
meshes (such as a dynamic topology sculpt) distinguishing between the
original form and the retopo form becomes quite difficult.

For example, take a look at this screenshot: http://cl.ly/PWyr

It's easy to the see the vertices, the edges are quite difficult to see,
particularly while rotating around the model.

Ideally, it'd be great to have full control over wireframe colors, on a per
object basis. However, Campbell mentioned that is a much larger
undertaking, and so for now having the theme option would be a good
compromise.

Thoughts?

Jonathan Williamson
http://cgcookie.com
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Re: [Bf-committers] select loop behavior

2013-05-13 Thread Fredrik hansson
this is something that also has annoyed me to no end when doing some strip 
modeling or retopology work. since i usually never leave vertex select mode it 
was the fastest way of selecting just the end of the poly strip.
workaround... never work on a polygon strip that is just a single quad thick .. 
well or just select both verts manually its not that much extra work after all.





 From: Yousef Hurfoush ba...@msn.com
To: blender foundation committers bf-committers@blender.org 
Sent: Saturday, May 11, 2013 9:21 PM
Subject: [Bf-committers] select loop behavior
 

hi

recently if you select a loop at the end of mesh that doesn't have 
perpendicular edges it select the whole face, see the attached image:
http://www.pasteall.org/pic/show.php?id=51119

is this a bug or change of behavior?

thanks

Regards
Yousef Harfoush
ba...@msn.com

                          
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Re: [Bf-committers] Ideas for Blender 2.7

2013-03-22 Thread Fredrik hansson
this mailing list isn't really for feature suggestions but i could always give 
you a few tips on a few things that should help you along 


3. we already have this by pressing ctrl+e and mark/clear sharp then adding an 
edge split modifier at the end
4. cycles already lets you do this and its probably better/faster  to fake it 
in BI anyway using area lights,
and you can make it so the emmitting mesh does not cast shadows by placing it 
in another layer + enabling the this layer only button on the light 

8. take a look at the looptools addon for the bridge function 



 From: Halina Kumorek - Alexandrou halina1...@gmail.com
To: bf-committers@blender.org 
Sent: Friday, March 22, 2013 8:56 PM
Subject: [Bf-committers] Ideas for Blender 2.7
 
Developers,
I have lots of ideas for developping Blender. I am making a project, which
is an animation series. Please, include those ideas below and I will be
unstopable.

1. Continue Internal Render Engine.
2. 1024 threads rendering support.
3. Setting smooth / flat shading not only for faces, but also for edges and
vertices. This is useful, for example, for smoothing the perimeter of
a cylinder without the shading of a sphere!
4. Materials which can cast light from faces, edges or vertices with all
the lamps' settings (energy, distance, samples...).
5. Rendering code simplification in order to cut render times.
6. An option which allows anti-aliased shadows, atmosphere effect and
others.
7. Inserting from table, copying and pasting characters to fields (for
example material) and text objects.
8. Mesh editing fill gaps function.
9. Correct vertical sliders. At the half of each one value is 0.25 / 1.00
instead of 0.50 / 1.00!
10. Improve the rigging system!
11. With very low start clip distance faces that are too near themselves,
not exactly overplaced, seem to be like that! Fix this, please!
12. In VERY LARGE meshes, edges (I don't undestand) are visible in rendered
image. I would like this to be also fixed!
13. Graph editor actuator. In 2.4 there was something similar, IPO actuator.
14. Fix bugs! I would like the 2.7 release with *all* reported bugs fixed!
15. Rename function add cone to add cone / pyrapid.
16. Add option which disables collision in 3d view. Both 2 objects must
have this option enabled to disable collision.

Alexandros Alexandrou
22/3/2013
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Re: [Bf-committers] Matcap collection for release

2013-02-07 Thread Fredrik hansson
ugh damn you yahoo mail client never press ctrl + enter :P

anyway link to the stripeless version 
https://www.dropbox.com/s/qlt8vi2vmgvqk06/stripebase.PNG




 From: Fredrik hansson fredrikhansson_12...@yahoo.com
To: bf-blender developers bf-committers@blender.org 
Sent: Thursday, February 7, 2013 5:14 PM
Subject: Re: [Bf-committers] Matcap collection for release
 
here is one i made for finding small bumps in smooth surfaceswithout having to 
rely on specular where you might only see them in a certain angle.


https://www.dropbox.com/s/zahsnde22mdxu6j/stripes.PNG
some examples using this

https://www.dropbox.com/s/0ycap17itanb9e7/smoothsurface.jpg
https://www.dropbox.com/s/ibaakrwzjv4dggy/matcaphead.jpg


also got the same light setup without the stripes.



From: Ton Roosendaal t...@blender.org
To: bf-blender developers bf-committers@blender.org 
Sent: Sunday, February 3, 2013 3:58 PM
Subject: [Bf-committers] Matcap collection for release

Hi,

For 2.66 we will have a default set of matcaps compiled into Blender. Adding 
own images (or pointing to custom directory) is a nice project for 2.67. We 
have to release soon anyway!

Here's a selection of the 24 images I've received sofar:
http://www.blender.org/bf/mc24.jpg

The last image seems to be not so useful, but I've been ensured by 
power-sculpters it is! :)

-Ton-


Ton Roosendaal  Blender Foundation  t...@blender.org    www.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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[Bf-committers] colored wireframe patch

2013-01-09 Thread Fredrik hansson
http://projects.blender.org/tracker/index.php?func=detailaid=33817group_id=9atid=127

was getting a bit frustrated when retopologizing a mesh when both the mesh i 
was editing and the highpoly had black wireframes where i could not actually 
see what  i was selecting so i made this little patch.

and yes there has been 2 other patches that does this before none that actually 
seem to work as they were over 1-2 years old.

anyway this takes the object color property and applies that color to the 
wireframe if the new colored wireframe checkbox is ticked so pretty 
straightforward to use.
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Re: [Bf-committers] texture painting blend mode patch

2012-11-01 Thread Fredrik hansson
seems like whatever i had crashing it before isn't an issue anymore so i 
rewrote those functions that used the hsv to rgb code to use the ones in 
math_color.




 From: Xavier Thomas xavier.thomas.1...@gmail.com
To: Fredrik hansson fredrikhansson_12...@yahoo.com; bf-blender developers 
bf-committers@blender.org 
Sent: Thursday, November 1, 2012 9:09 PM
Subject: Re: [Bf-committers] texture painting blend mode patch
 

My optimization comment was not specific to your patch and apply to existing 
blending modes as well. The module maintainer will ultimately decide but it is 
(almost) always better to write code that works and optimize later using that 
code as reference and using profiling information with real life data 
than optimizing blindly. So my advise is to stick with a first 
non optimized patch first.

The rgb-hsv funtions are still duplicated, resolving this seems clearly 
higher priority to me.



2012/11/1 Fredrik hansson fredrikhansson_12...@yahoo.com

converted the code from 8bit - float didn't do any of that optimizing should 
perhaps do that but i preferred to just get it working quickly and without 
getting any additional errors.

i did notice a few things however while testing out the code.
mainly that it felt like it always were in air brush mode making some of the 
brushes way to strong unless you had a huge spacing (not overlapping).
as for if the hsv_to_rgb crashes well it did when i originally wrote the patch 
but just looked at the code and i see no reason at all for it to actually 
crash as you said its just 2 simple static functions.




 From: Xavier Thomas xavier.thomas.1...@gmail.com

To: Fredrik hansson fredrikhansson_12...@yahoo.com; bf-blender developers 
bf-committers@blender.org
Sent: Wednesday, October 31, 2012 8:25 PM

Subject: Re: [Bf-committers] texture painting blend mode patch


I a looked at the patch and effectively the code for float images is missing.

Another thing that might need investigating is the rgb_to_hsv and hsv_to_rgb 
method,  basically duplicated code because the origiginal version crash with 
threading! I think it might be better to fix the original, it should be basic 
static methods, I do no see any reason to crash.

Not related to this patch specifically but it seems there is quite a room for 
optimisation. If I understood well, for each pixel that is painted 
on, IMB_blend_color() is called, and this function is only a big 
switch(blend_mode) that then call the method that blend the 2 colors.

One possibly better way to do this is to cache a pointer to the apropriate 
method each time the blend mode is changed so the huge switch statement is not 
done for every pixel.
Another way maybe to inline the blend funtions so we do a function call less 
for each pixel.

For the float version of the blend funtion SSE2 will certainly provide a 20 to 
40% gain, and (depending on the compilator and the images used) you might want 
to avoid code like this:

if(test)
    temp=big float calculation;
else
    temp=other big float calc;

which is not pipeline friendly, and prefer:

temp1 = big float calculation;

temp2 = other big float calc;

temp = test ? temp1 : temp2;

but this is not always the case so don't optimise blindly.


Xavier





2012/10/31 Fredrik hansson fredrikhansson_12...@yahoo.com


oh
 right i think that might have been why it wasn't added before or
something i guess i could take a look at writing the float versions
quickly should be the same pretty much.





 From: Antony Riakiotakis kal...@gmail.com
To: Fredrik hansson fredrikhansson_12...@yahoo.com; bf-blender developers 
bf-committers@blender.org
Sent: Wednesday, October 31, 2012 4:39 PM
Subject: Re: [Bf-committers] texture painting blend mode patch


This looks cool! A little remark though, we would also need float
versions for the functions to support float images properly.
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Re: [Bf-committers] texture painting blend mode patch

2012-10-31 Thread Fredrik hansson

oh
 right i think that might have been why it wasn't added before or 
something i guess i could take a look at writing the float versions 
quickly should be the same pretty much.




 From: Antony Riakiotakis kal...@gmail.com
To: Fredrik hansson fredrikhansson_12...@yahoo.com; bf-blender developers 
bf-committers@blender.org 
Sent: Wednesday, October 31, 2012 4:39 PM
Subject: Re: [Bf-committers] texture painting blend mode patch
 
This looks cool! A little remark though, we would also need float
versions for the functions to support float images properly.
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[Bf-committers] texture painting blend mode patch

2012-10-30 Thread Fredrik hansson
i think i did submit this forever ago but it kinda got ignored or something... 
anyway cleaned it up for revision 51772 and submitted it again.

this patch adds a bunch of more blend modes for the texture painting brushes.

all of these are added:
Overlay 
Hard light 
Color burn 
Linear burn 
Color dodge 
Screen 
Soft light 
Pin light 
Vivid light 
Linear light 
Difference 
Exclusion 
Hue 
Saturation 
Luminosity 
Color

http://projects.blender.org/tracker/index.php?func=detailaid=33021group_id=9atid=127
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Re: [Bf-committers] Uniform displace modifier patch

2012-08-15 Thread Fredrik hansson
just a little note on something that was removed for the svn commit the mid 
value.
mainly the reason why i didn't have that affecting the strength value without 
the texture was really that it would mean 2 sliders doing the same thing really.
but on the other hand having it default to 0.5 and with a strength of 1.0  
would mean that applying a texture would give the same outwards push.
not that its a big deal to slide the mid value down to 0 when your there to 
tweak the strength anyway.
what might have been better imo that i didn't do originally is to grey out the 
mid value slider thus showing that its not used until you apply a texture to it.

either way thanks for taking a look at this so quickly and great to see it 
being added to the trunk :D




 From: Fredrik hansson fredrikhansson_12...@yahoo.com
To: bf-committers@blender.org bf-committers@blender.org 
Sent: Tuesday, August 14, 2012 6:27 PM
Subject: [Bf-committers] Uniform displace modifier patch
 
last one of the changes i had done for myself (well i do have one fixing some 
small things for glsl but i am sure i did submit that ages ago).

another copy paste:
this isn't really a new modifier or anything but just a modification to the 
regular displace modifier.
now
the thing this does is that when you don't have any texture loaded in 
the modifier it just applies the strength value directly to the mesh.
works in normal x y z modes but not rgb-xyz (just didn't make any sense to add 
it to that).

now
the reason why i made this was really that every time i was going to do
some retopology work i would see almost the entire face being inside 
the highpoly mesh making it really hard to work with it since 90% of 
what you did was lying under the surface of what was visible.
i used to add an empty texture image to the modifier and set the mid value to 1 
and the strength to something negative.
but it really felt like it was a few to many steps for something so simple as 
to push the entire mesh outwards a little bit.

included an example image of how its useful when retopologizing but i am sure 
its useful for other things as well.

http://projects.blender.org/tracker/index.php?func=detailaid=32327group_id=9atid=127
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[Bf-committers] Textured solid backface culling patch

2012-08-14 Thread Fredrik hansson
hi just made a simple little patch for something that have been bugging me for 
a while now.

what this does is basically remove the automatic backface culling that 
comes from turning on textures solid and moves it to the backface 
culling button making it more uniform with the other view modes.
not really much else to say about it.


http://projects.blender.org/tracker/index.php?func=detailaid=32325group_id=9atid=127
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[Bf-committers] ndof patch

2012-08-14 Thread Fredrik hansson
copy pasted from the patch notes:
i wasn't really happy with how the ndof integration was done so i made some 
changes.

the new behavior of it is that you can rotate and pan the view at the same time.
i
 also added a new option to the ndof menu letting you pick 
turntable/trackball independently of the mouse viewport navigation 
style.
and another option to change the rotation sensitivity separate
 from the panning since the scale of the scene might need you to change 
the translation speed much higher but the rotation should always work 
the same.
holding shift + moving the ndof does just as before locking it to panning
holding ctrl + moving will lock it to only rotation
and holding no keys while moving will do both at the same time.


http://projects.blender.org/tracker/index.php?func=detailaid=32326group_id=9atid=127
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[Bf-committers] Uniform displace modifier patch

2012-08-14 Thread Fredrik hansson
last one of the changes i had done for myself (well i do have one fixing some 
small things for glsl but i am sure i did submit that ages ago).

another copy paste:
this isn't really a new modifier or anything but just a modification to the 
regular displace modifier.
now
 the thing this does is that when you don't have any texture loaded in 
the modifier it just applies the strength value directly to the mesh.
works in normal x y z modes but not rgb-xyz (just didn't make any sense to add 
it to that).

now
 the reason why i made this was really that every time i was going to do
 some retopology work i would see almost the entire face being inside 
the highpoly mesh making it really hard to work with it since 90% of 
what you did was lying under the surface of what was visible.
i used to add an empty texture image to the modifier and set the mid value to 1 
and the strength to something negative.
but it really felt like it was a few to many steps for something so simple as 
to push the entire mesh outwards a little bit.

included an example image of how its useful when retopologizing but i am sure 
its useful for other things as well.

http://projects.blender.org/tracker/index.php?func=detailaid=32327group_id=9atid=127
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Re: [Bf-committers] Realtime PCF soft shadows support

2011-06-26 Thread Fredrik hansson
its generated by the datatoc.py utility as such 
python datatoc.py 
c:#92;blendersourcedir#92;blender#92;source#92;blender#92;gpu#92;intern#92;gpu_shader_material.glsl


- Original Message -
From: Yousef Hurfoush lt;ba...@msn.comgt;
To: blender foundation committers lt;bf-committers@blender.orggt;
Cc: 
Sent: Sunday, June 26, 2011 2:21 AM
Subject: [Bf-committers] Realtime PCF soft shadows support


hi all

this patch is very outdated, i tried to update but i can#39;t hack the 
gpu_shader_material.glsl.c (will i don#39;t know how it was generated)
and currently there are no turn-around to get shadows from a texture with alpha 
transparency, if there are, fell free to guide me !!

thanks in advance
                          
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[Bf-committers] new patch:uniform displace modifier when no texture is present

2010-10-06 Thread Fredrik hansson
https://projects.blender.org/tracker/index.php?func=detailaid=24177group_id=9atid=127

copy pasted from the patch description:
this removes the need for adding a texture if all you want is a uniform push 
over the entire mesh using the displace
modifier.
now my usual workflow is to use the displace modifier + one single colored 
texture when i am retopologizing a mesh so
the new mesh will be sightly above the surface instead of partially hidden this 
patch removes the need for that texture
step.
now this works in x y z and normal mode disabled the xyz-rgb one since it 
would just result in the entire mesh being
pushed in the all axises at once.
and it works just as before with a texture present.

compiled against rev:32357


  
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Re: [Bf-committers] Patch for Bump map painting preview. Please, review

2010-07-26 Thread Fredrik hansson
first off i love the ability to paint bumpmaps directly without having to 
render :D
but i did notice a small bug in the way you generate the normals as shown here 
http://img834.imageshack.us/img834/6781/bump.jpg its quite simple to fix it i 
have actually gone ahead and done that myself.
http://www.pasteall.org/14583/cpp lines 15 and 17 are the ones i changed.
http://img530.imageshack.us/img530/2142/bump2.jpg this is how it looks after 
those changes.

now i do have one request with this a simple value controlling the strength of 
the bump as it can feel a bit weak at times.


--- On Mon, 7/26/10, Konrad Wilhelm Kleine kon...@konradwilhelm.de wrote:

 From: Konrad Wilhelm Kleine kon...@konradwilhelm.de
 Subject: [Bf-committers] Patch for Bump map painting preview. Please, review
 To: bf-blender developers bf-committers@blender.org
 Date: Monday, July 26, 2010, 5:23 AM
 Hi,
 
 I've managed to get bump map painting working using the
 technique we
 talked about during yesterdays developer meeting:
 Generating normal
 values from a height map using a Height2Normal GLSL
 shader.
 
 I would really appreciate every feedback, or bug report, or
 feature
 request I can get for this patch!
 
 You can find more information here:
 
 Design document:
 http://wiki.blender.org/index.php/User:Kwk/Gsoc2010/BumpMapPainting
 
 Video:
 http://vimeo.com/13639081
 
 Patch:
 http://www.pasteall.org/14573/diff
 
 Cheers,
 -Konrad
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[Bf-committers] seams from UV isles script

2010-07-20 Thread Fredrik hansson
just finished rewriting this old script from 2.4x so it would work in 2.5
works on the entire mesh and is imo great for when you need to import+export a 
lot.
works as far as i know exactly like it did in 2.4x

http://www.pasteall.org/14458/python


  
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Re: [Bf-committers] seams from UV isles script

2010-07-20 Thread Fredrik hansson
i really had no idea where to place it before that's why i posted it like i did 
but i have now added it to the extension tracker so thanks for pointing me in 
the right direction.

https://projects.blender.org/tracker/index.php?func=detailaid=22929group_id=153atid=467

--- On Tue, 7/20/10, mindrones mindro...@gmail.com wrote:

 From: mindrones mindro...@gmail.com
 Subject: Re: [Bf-committers] seams from UV isles script
 To: bf-blender developers bf-committers@blender.org
 Date: Tuesday, July 20, 2010, 9:42 AM
 Hi Fredrik,
 
 On 07/20/2010 03:40 PM, Fredrik hansson wrote:
  just finished rewriting this old script from 2.4x so
 it would work in 2.5
  works on the entire mesh and is imo great for when you
 need to import+export a lot.
  works as far as i know exactly like it did in 2.4x
 
  http://www.pasteall.org/14458/python
 
 cool, please read this
 http://wiki.blender.org/index.php/Dev:Py/Sharing
 and when you have time come in #blenderpython, we can
 discuss about 
 where to put it :)
 
 Thanks!
 
 Luca
 
 _
 
 http://www.mindrones.com
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[Bf-committers] [patch] [#22451] fix for subtractive clay brush

2010-05-29 Thread Fredrik hansson
made a small patch to the clay sculpting brush fixing some noise issues

http://projects.blender.org/tracker/index.php?func=detailaid=22451group_id=9atid=127


  
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Re: [Bf-committers] Texture baking proposals

2010-03-23 Thread Fredrik hansson
i definitely would like to see some super sampling and more options to bake to 
like the specular color map and all that goodness.

got 2 more ideas to improve texture baking that wasn't on your list.
first some form of cage for baking one mesh onto another this would let you 
control the length of the rays and direction so you can avoid things like 
http://www.hula.ca/cylinder_normal.jpg or as shown in the last image on 
http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm with the cage. 
the cage would basically be the same mesh duplicated and moved outwards in the 
normal direction + the ability to move verts manually.

now the second thing is in the same spirit but much simpler.
this would be to avoid areas where its easy to get rays that hit the wrong 
surface like between fingers by placing a blocker mesh that is just a single 
face between each finger that if the baking rays hit those they won't try to go 
any further and use the last valid hit instead.

heres some examples on a mesh of mine baked using xnormal that has support for 
all of this
http://img405.imageshack.us/img405/3082/rayproblems.jpg
first one with the cage has only had the bottom of the cage edited to be flat 
with the sole of the shoe so notice how much cleaner the bottom edge of the 
sole is.
second one has had a plane between the legs only so that effectivly did the 
same as setting a small distance value however the distance value might be ok 
with say 0.1 for the legs but the fingers or that cloth thats sticking up on 
the shoe might need much less and lowering the value might cause the foot to 
show up trough the side of the shoe as if that needed a larger value.
the third one is without any of those features and the max distance set way to 
high.
the cage might handle both of these issues but is much slower to setup as you 
need to go over the entire mesh instead of just adding planes where you see fit.

--- On Tue, 3/23/10, Wahooney wahoo...@wahooney.net wrote:

 From: Wahooney wahoo...@wahooney.net
 Subject: [Bf-committers] Texture baking proposals
 To: bf-blender developers bf-committers@blender.org
 Date: Tuesday, March 23, 2010, 12:07 PM
 I've written out some proposed ideas
 for texture baking in 2.5:
 
 http://wiki.blender.org/index.php/User:Wahooney_re/Baking_Ideas
 
 If anyone wants some GSOC ideas these might be handy,
 although some more 
 ideas should probably be added to make it more substantial,
 as this 
 might not take a developer that long to implement.
 
 Keith
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[Bf-committers] new patch#18645 adding more texture paint blending modes

2010-02-12 Thread Fredrik hansson
http://projects.blender.org/tracker/?func=detailaid=18645group_id=9atid=125

this adds the following blending modes:
overlay
hard light
color burn
linear burn
color dodge
screen
soft light
pin light
vivid light
linear light
difference
exclusion
hue
saturation
luminosity
color

did only write these for unsigned char textures so they won't work with 
floating point textures

and i had some issues with rgb_to_hsv + hsv_to_rgb causing crashes due to what 
im guessing is the threading so i made new versions of those functions to not 
use any pointers.

compiled against rev:26834


  
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