Re: [Bf-committers] Current state of Blender's user experience

2016-04-28 Thread José Ricarte

I know Blender since 2002,  and it  always surprised me.  Blender have  
polyvalent, effective and powerful tools. I would say that blender is 
like Aikido, minimum action :  maximum results.

There are trends that follow the standards and conventions and there are 
others that create the standards, I think Blender is one of them.

You can see how it works Presto (Pixar) and it isn't very convencinonal...

=:-)

(sorry my english)
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Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-29 Thread José Ricarte
IMHO
OpenGL  4.0 +  GLSL 4.00.9

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Re: [Bf-committers] Conversion to a dynamic/plugable modifier system

2012-12-04 Thread José Ricarte
 in that modifier C file [or modifier directory
 if grouped that way] rather than being scattered in readfile,
 writefile, rna_modifier, and other global activity files).


 -Chad
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[Bf-committers] Technical whitepaper: GPU Accelerated Path Rendering

2012-10-24 Thread José Ricarte
broken link :http://developer.nvidia.com/game/gpu-accelerated-path-rendering

new link: https://developer.nvidia.com/nv-path-rendering




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[Bf-committers] Technical whitepaper: GPU Accelerated Path Rendering

2012-10-23 Thread José Ricarte
I think this may be interesting for render masks and someday for 2D 
textures:

http://developer.nvidia.com/game/gpu-accelerated-path-rendering

regards

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Re: [Bf-committers] The Future of Blender Projects WAS meeting notes

2012-06-18 Thread José Ricarte
+1 for Bassam Kurdali and Gianmichele Mariani

+ long-term: plugin system

El 18/06/2012 11:56, Przemyslaw Golab escribió:
 +1 for Bassam Kurdali and Gianmichele Mariani

 1. Dependency graph
 2. Nodes
 3. Unified physics
 4. Hair and fur. Groundwork for primitives system,
 feathers, grass, leafs and so on?
 5. Editors tasks that are a bit overlooked:
 texture bakeing, uv editing, texture painting
 and probably something else that also can be pointed out.
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[Bf-committers] Masks are not only for Mattes

2012-06-05 Thread José Ricarte
I think the mask editor could be more generic:
Consider a mask as a raster 2D vector image input, could be edited
only in the UV/image editor as a vectorial image ( with the
possibility to view a video/image backdrop) adding the current tools
of the 2d bezier curve ( shape keys, modifiers..), not in the video
editor as a mask (now the video editor is full of tracking information).
Later could be a start development of vectorial textures, and if you
add the ability to rasterize color and edges (antigrain lib), and 2D
bones, we have the possibility of 2D animations finally!! (flsh,
Anime Studio...), animated vector textures, toon, and 2D FX


=:-)

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Re: [Bf-committers] Masks are not only for Mattes

2012-06-05 Thread José Ricarte


El 05/06/2012 18:45, Antony Riakiotakis escribió:
 And how would you parent a mask to a track marker in the UV editor?

With drop-down menu with a track marker names.
I think the code mask tools can be a gateway to integrate vector images 
in the blender workflow, animated vector textures, 2D animation.,
 Besides, editing the mask in a 3rd place makes the workflow very
 clumsy. Jump from UV editor to Track editor to compositorIMO the
 current integration is fine, what is lacking IMO is support for static
 images. If this fits into the tracker or the compositor or some
 combination of the two is another issue.
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