Re: [Bf-committers] Fwd: How to plugin an external rendering engine into Blender
You could have a look at how Cycles, Luxrender, POVRay, or any of the other external render engines have done it. Many of the use blender's Python api, so nothing to stop you from looking at the source code on how they did it. Luke On 04/06/2014 7:05 pm, Hsehsiv Atpug multidimentionalvaria...@gmail.com wrote: Hi All !! :) I am writing a point based rendering engine to render point clouds. I want to plug it into Blender so that i take advantage of Blender's existing functionality. I am writing my code in C++. I have already downloaded and built the blender source code. Can anyone help me how to proceed with integrating my code with Blender? -Vishesh ___ 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] Migration to git and upgrade projects website
Will the branches be moved to git too? Luke On Tue, Oct 15, 2013 at 9:24 PM, Ton Roosendaal t...@blender.org wrote: Hi all, I had a meeting here with Sergey and Brecht and they proposed to allocate 2-3 weeks for them to do the svn-git migration and install a new tracker and review system on our projects site. Such a migration of course would keep all code and tracker history. Projects site functionality should be at same level as before or better even. We're looking into Phabricator for this. The idea is to do most of the work in the bcon1 period (until november 3 or some days later). Feasibility is being checked on now, a migration plannning should be proposed here before or on sunday. I've already checked with many people who commit frequently and either they'd love to move to git, or they won't object to move away from svn. I hope this will prove to be a smooth transition :) More news following soon. The git fans can (carefully) start cheering already though ;) -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 -- From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] progress_update message pumping
Really cool, I'll check this out tonight! On Oct 11, 2013 1:23 AM, Tom Edwards cont...@steamreview.org wrote: https://codereview.appspot.com/14454056/ This patch makes the wm.progress_update bpy methods pump the message queue. Results are: * Users can cancel scripts with Esc * User input is ignored until the script finishes (except Esc) * Blender's window can be moved, minimised etc. while the script is running * On Windows, pumping avoids the Not Responding state Scripts which don't call the progress_update methods (e.g. UI panels) are not affected by these changes. Reviews please! ___ 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] Cursor snaps to objects
Does this still occur with the cursor depth option turned off? On Fri, Sep 21, 2012 at 11:32 AM, Jonathan Williamson jonat...@cgcookie.com wrote: Hey everyone, At what point did the 3D Cursor get changed to snap to any object underneath it when placing it with the LMB? What was the rational behind this? In my experience this is already causing a lot of problems when wanting to set the cursor for a specific purpose. This is particularly problematic when using Empties with Images as references or background images, as anytime you place the cursor it snaps to the position of the empty. Any thoughts on this? -- Jonathan Williamson Education Manager and Instructor CG Cookie, Inc http://cgcookie.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender icons!
Will this svg file end up in blender trunk so it is easier for others to make new icons based off the old ones? Luke On Fri, May 25, 2012 at 2:35 AM, Ton Roosendaal t...@blender.org wrote: Hi, Andrzej mailed me with permission to also use this as GPL 2 or later, like rest of Blender. I asked him to update it on his website too! Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 23 May, 2012, at 11:15, Campbell Barton wrote: non commercial is more an issue with blender being included on CD's - magazine covers or in books. (... ok - ebay too) On Wed, May 23, 2012 at 10:48 AM, Dan Eicher d...@trollwerks.org wrote: Or is someone decides to sell blender on ebay then would the 'non-commercial' part prevent them from including the icons? Not that this necessarily is a bad thing per se... Dan ___ 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Icon scaling
Your idea about hinting for icon rendering is exactly the same as one I had last year when working on am icon set for a medical company last year! Perhaps it's outside the scope of blender to create such a system, but I certainly believe there is potential for the idea. I was thinking about trying to implement it in inkscape later this year, but had forgotten about it. This gives some new interest for sure ;) Luke On 11/6/11, Stephan Aßmus supersti...@gmx.de wrote: Hi all, this is my first post to the list. My name is Stephan Aßmus and I am a contributor to the Haiku project, www.haiku-os.org. I stumbled over a tutorial about using Cycles and this has renewed my interest in Blender. Blender is pretty powerful, but I think it is still not approachable without doing Internet searches and following Tutorials (for example I had to look up how to close views, or stumbled across Shift-A in a video tutorial after wondering how I even create new objects). However, awesome features such as Cycles makes potential users more willing to take these steps, such as in my case. :-) One thing I really like about the interface, is that it is scalable by providing a device DPI value in the preferences. The only problem with this approach is that icons are scaled up and look blurry. Maybe a solution would be to store all icons in a bigger resolution, but it won't be perfect. For the Haiku project, I have developed a scalable vector icon format which takes extremely little disk space to store, and is very fast to render without artifacts, since it is using single pass compound shape rendering based on Anti-Grain Geometry. Some of you may be familiar with this awesome 2D graphics framework. I have tried to search for previous discussion on this subject in the Blender world, but nothing has shown up. Maybe I didn't look in the right places. My icon rendering as such would not solve the blurriness as is. But it has the potential to achieve this. Just as text rendering uses glyph hinting to align the shapes of glyphs to device pixels, a similar technique could be used for rendering scaled vector icons. But it should be difficult to do it with a general purpose vector format such as SVG, versus a dedicated icon format in which meta information can be given to shapes. For example, my icon format already contains a mechanism for making shapes disappear or appear in certain ranges of global scale. The format and renderer could be extended to support tagging shapes for being pixel aligned at render time. One post I stumbled across suggest that the original format of the Blender icons is SVG. The one editor which exists for creating icons in my format does support SVG import (and export), but the import is quite limited. One drawback of the idea is that all icons would have to be worked over to make use of all the features of my format (sharing of paths and styles) to benefit from the possible small disk size. And my icon editor only exists for Haiku at the moment. :-) But is there even some general interest in this idea? To learn more about the format, I just found out there is even a Wikipedia page (while looking up my articles): http://en.wikipedia.org/wiki/Haiku_Vector_Icon_Format Best regards, -Stephan ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Tool Shelf Toggling On/Off Tab Mockup
I think you are right in one sense. But, I look up here at a toolbar in my gmail and see icons that I have never clicked on and I'm pretty sure I know what they do. I'd call that self explanatory... I guess it takes a knowledge before hand of the function, or a previous encounter with a similar looking icon to be able to guess what it means. So, for a tool shelf you could use something that looks like a tool... Either way it can be hard to guess exactly what it is, even after clicking on it, or finding it in a menu and clicking on it; like you suggest. This is where tooltips are fantastic at filling in the gap between proper wiki documentation, and none at all. It allows people who know vaguely what they are doing to have a better guess at what the function is supposed to do. The sense in which I think you are certainly right is that the current menu hierarchy is the standard way of finding this functionality, and is something we shouldn't change, because many users rely on this to find what they need, and this is also standard behaviour in any software. This is a good thing I think. Buuut, the thing is, that T and the N panel are toggled on and off very frequently in my workflow (and I would guess others, because otherwise this issue wouldn't have been raised), so having as a separate icon in the corner, (like where the plus sign was), would help greatly for people who prefer to use the mouse (less clicks and mouse movement required), and be an even bigger improvement for people who use the tablet. Or, do we want to take the direction of favouring keyboard support? I'm not personally against that, but I know people who are better at remembering positions of icons than random letters on a keyboard. I think I can guess T, but what does N even stand for!? For Non-English, or English as a second language users I reckon this would be even harder, because they would have a harder time guessing what T stood for and associating it with the functionality in blender. On Mon, Jun 13, 2011 at 9:21 PM, Jim Williams sphere1...@gmail.com wrote: I have never found any icon scheme self-explanatory. I think absolutely everything should be available through a menu hierarchy so everyone, even beginners, knows that there is at least one way to find anything. (I do mean everything, including text fields, checkboxes, and dropdowns. It doesn't have to be a shallow hierarchy.) If you have that then you can provide the hotkeys in the menu and do everything with hotkeys and pop-ups too. People will look up the hotkeys in the menu and learn them for anything they use a lot. If you don't have everything on a menu then there will be a constant stream of questions asking where and how for simple stuff. With everything somewhere on a menu people will groan and hunt it down. On Mon, Jun 13, 2011 at 6:59 AM, Felix Schlitter felixschlit...@gmail.com wrote: I couldn't agree more with Michael. Hotkeys for restoring headers, or locking them would be wonderful! And on topic: I also never use the toolshelf for anything during modelling other than getting access to the operator panel. F6 is awesome but it would be more convenient to have it sitting in a compact shelf (especially for complex operators like the tree generator and stuff). I like the proposal, however it would mean that the user has to learn yet another hotkey or move the mouse all the way over. Atm, I kinda like the whole N/T hotkey scenario where I press the T, which lays on the left side of the keyboard (for english keyboards anyway) to hide the left sidebar and vice versa. Maybe a Maya toolshelf could be taken into consideration, which sits on top of the screen and can also be hidden like a header. Then we could use icons instead of text in order to save space. We would just need to make sure that the icons are a bit more self explanatory than those used in Maya. Then the operator would sit in the left sidebar by itself, or could get company some of the items from the right toolbar. Just an idea On Mon, Jun 13, 2011 at 9:44 PM, michael williamson micha...@cowtoolsmedia.co.uk wrote: Sadly there's no key to restore a minimised header! (they're all to easy to close when using a tablet with no way to restore in the cycles branch! (for headers I'd like to see the old 2.49 way and disable minimising them) ON TOPIC, I'd prefer tool props to be its own panel it's too small when at the bottom of the toolshelf I always use F6 in preference The toolshelf itself is invaluable in paint, sculpt etc but something I don't use ever when modelling... the operator panel on the other hand is something I'd very much like to have on screen all the time when modelling but hardly ever when painting! I only mention to illustrate that people are different and like different things and a flexible UI should accommodate ;-) On 13/06/11 10:01, M.G. Kishalmi wrote: I
Re: [Bf-committers] Tool Shelf Toggling On/Off Tab Mockup
Nice idea. It is an issue that needs improvement. I only have one suggestion. Instead of vertical writing, which as you say would take work to implement, perhaps the use of clear and appropriate icons might be easier to recognise in a hurry than writing turned on the side. I think this is important. Square icons would also use up much less screen real estate. Although it might take a little more effort to learn what the icons mean, I think the benefits would outweigh that. Also tooltips when you hover the mouse over them would certainly help to alleviate that possible problem. Luke On 6/12/11, Jonathan Smith j.jay...@gmail.com wrote: I have written up a mockup/proposal on a different way to do the closing and opening of the Tool Shelf and Properties Shelf UI, other than using the little plus icons, on my talk page. http://wiki.blender.org/index.php?title=User_talk:JayDez I am, unfortunately, not a good enough coder to actually implement this, so I'm just putting it out there as an idea, either for another coder to implement, or just to promote discussion about the way this works, since I don't think that it is done very well in the current version of Blender. Any comments on or critiques of the mock up would be welcome. Cheers, Jonathan ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] bump mapping - white is down black is up???
Things get blacker as you leave earth's atmosphere and head into space :) On 3/2/11, Knapp magick.c...@gmail.com wrote: On Tue, Mar 1, 2011 at 12:34 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: right.. we could come up with a million analogies for one or the other side. Anyway I've done some investigation and the other mainstream software I checked all use white for height an black for down. We could have a fix like the one they did for normal maps cheers Daniel Salazar www.3developer.com I have yet to see one where things get blacker as they go up. Do you have one? Just asking out of fun though. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OpenEXR Windows Libs
On 3/2/11, Thomas Dinges blen...@dingto.de wrote: Hey Tom, well as I said there should be a tag already and we already used msvc2008 for Blender 2.49b. So there should be no problem at all. :) Am 01.03.2011 21:01, schrieb Tom M: Tag the libs as 2.49b before removal, then they can check out the tag for those librarys. LetterRip On Tue, Mar 1, 2011 at 9:41 AM, Thomas Dinges blen...@dingto.de wrote: People can always get back in svn, I think libs have been tagged for 2.4x some time ago when we swapped trunk with the 2.5 branch back in 2009. So should be no problem. Thomas Am 01.03.2011 19:36, schrieb Dalai Felinto: If you remove them is there still a way to build the libs for 2.49? 2011/3/1 Thomas Dinges blen...@dingto.de: No one? I then will remove these three folders from svn tomorrow evening or on Thursday. Then it's too late ;-) Thomas Am 27.02.2011 13:02, schrieb Thomas Dinges: Is anybody still building with MSVC 2005? Am 27.02.2011 12:20, schrieb Thomas Dinges: Hey, can we remove the old OpenEXR libs from the windows lib folder? That is: lib\windows\openexr\lib lib\windows\openexr\lib_msvc lib\windows\openexr\lib_vs2005 We could save about 60 MB. ;-) Thomas ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Farsthary's branch update help
If all else fails I suppose someone could try mailing you a dvd with the latest repository on it :) I would offer to do so now but alas i'm doing exams and don't have much time. On 11/2/10, ra...@info.upr.edu.cu ra...@info.upr.edu.cu wrote: Hi all :) Since my branch has became pretty obsolete and was based on my first unlimited clay draft in order to commit my latest Unlimited Clay patch I need to flush the old code and start from a fresh sync source what steps should I follow to do that? (flush the old branch and start with fresh updated code) and in case I don't have the bandwith to do that could someone help me on that? Committing my patch would not be a problem since it is only few kb but re-syncing my branch I don't know... Thanks in advance and all the best Farsthary ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Fake User for Brushes
Sound's good to me Jason! But seriously, the way the brush selection works departs from the blender norm. You don't click on the texture preview to select the the texture type. Same goes for materials. Not to say that the new brush panel is worse, or a bad idea, but I also think it would be good to better indicate the change. Perhaps a little title above labeling it brush selector? Or perhaps you are right, maybe a little naming might fix the problem ;) On 7/22/10, Jason Wilkins jason.a.wilk...@gmail.com wrote: On Wed, Jul 21, 2010 at 11:02 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Actually I showed the new sculpt brushes to my friend and the idiot went straight to the tool panel instead of clicking in the preview xD.. I dont know what else could be done :) Daniel Salazar The newest default .blend should have Tool at the very very bottom and collapsed. The only other thing I can think to do is give the tools technical names and rename the collapsible panel to something scary like 'Algorithm' ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.5x beta status
There's really not much point trying to use something as complicated in computer usage terms as blender if one can't cope with the installation how it is now. On 7/14/10, Vilem Novak pildano...@post.cz wrote: If you are a real mac user, you use .dmg images very often, since it's the way most apps do it, so why should this be confusing? I guess I would rather be confused by a zip on mac. as said, it takes the same amount of clicks. So, my voice is for .dmg Původní zpráva Od: jmso...@free.fr Předmět: Re: [Bf-committers] Blender 2.5x beta status Datum: 14.7.2010 10:42:41 +1 for an uncomplicated .zip approach! jms ___ 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 -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Texture assignment workflow is confusing
Don't you think it's a little hard to tell what's going into the material and what's coming out with that suggestion? On 5/10/10, Damir Prebeg blend.fact...@gmail.com wrote: I've started this topic so It's would be rude from me not to suggest something. First of all I like Bassam suggestion about nodes, here is my suggestion how this should look. http://www.pasteall.org/pic/show.php?id=3202 I think image is pretty much self explanatory but if someone need more detailed description I will send it. On top of this, I also like Doug's proposition for sockets witch could be applied for direct assignment of image/tex compund/some-other-node-type to Diffuse, Transparency or what ever... Workflow could be like this: I wish to assign some texture (node) to Diffuse channel. I click on a button beside Difuse color and that shows me drop-down selector. In that drop-down I have scrollable list of available node types with ability to launch file selector and node editor (Ctrl+click on buton that shows that drop-down would launch node editor automatically after some imaga/node is selected) On 9 May 2010 07:43, Doug Ollivier d...@flipdesign.co.nz wrote: Hi All, Just curious what the next step is to see if this goes anywhere. Is it...? 1) Have this topic raised at next meeting, to work out if it is something worth exploring from a user?software structure stand-point 2) Create a UI proposal exploring the issue and proposing solutions? and then discussing this at a meeting? I assume that because the topic went quiet, that there was agreement (or not disagreement) with the idea of a Socket type influence system. Cheers. Doug On 30/04/2010 1:52 p.m., Doug Ollivier wrote: Awesome, was curious how light-wave did it. They are all seeming relatively similar with minor differences in approach. Any wild cards out there from strange softwares etc? On 30/04/2010 1:40 p.m., Daniel Salazar - 3Developer.com wrote: Ive suggested this type of texture managing in the past inspired on Lightwave where you can assign a texture or a texture stack to each value Material properties with a T icon to launch texture stack http://www.except.nl/lightwave/hdr/images/Surface_notgood_sm.png Texture Stack http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWPacks/StainedGlass/SGlassImages/SGlass19B-LayerStack.jpg nice... Daniel Salazar www.3developer.com On Thu, Apr 29, 2010 at 7:32 PM, Doug Ollivierd...@doug.org.nz wrote: On 30/04/2010 3:49 a.m., Knapp wrote: I only use Blender but I was wondering if the other 3d packages have found a good way to handle this texture/materials problem? Could we incorporate some good ideas this way? Why reinvent the wheel? Does anyone have a favorite other system? How does it work? I am not putting down the other ideas given so far, just hoping to find all the options before we pick the best. For those who have just joined my concept is to move the texture assignment to the point of control/use/influence when setting up a material in order to create a semantic/logicial link between action and affect : http://www.pasteall.org/pic/show.php?id=2989 Note: I dislike submitting ideas and saying they were influenced by the big boys, because I find it sometimes elicits a we don't want to copy response, and forces us to reinvent the wheel due to the pride of being independent and creative. However, pride aside, I agree that looking at how others have solved a problem, and then improving on their solutions is one of the best methods of development, its not revolutionary, but nor were puffer-fish, they evolved from something way less exciting. I'll outline the two softwares that I have used that give any real control over multiple textures, I am curious what great softwares others have used that solve these issues. But to sum it up I found the easiest to use ones use a socket type system. The non-flexible ones with nice results (cad rendering packages) give few if not no options so I just won't mention them. *Photoshop 3D tools,* They use a limited socket type system, either a colour, or a single image per value of influence. I.e. you can choose an image for the reflection channel, colour channel, spec channel Super easy, pretty limited, but limited in order to be compatible with real-time 3D content in PDF's etc... Since you are in photoshop you can edit the images, and this is where you can add layers and overlay options etc... to get what you want in terms of further control. *Maya (it's been a while, this is from memory)* Uses something in-between what I am suggesting and the photoshop approach. Just like the Blender 2.5 materials panel; each material or setting is broken up into a sub panel that can be turned on/off for any one effect (incredibly close to the current Blender layout). However,
Re: [Bf-committers] Texture assignment workflow is confusing
Sorry about that, I typed it on my phone! What I meant was, that there seems to be a little inconsistency in your image proposal, where you have information from the texture going into the material node, but similar information coming out of nodes for the previews. This is a bit different to how all the nodes currently work as far as I'm aware (I could be wrong). I think that normally there is a different hole for information going into the node, and for coming out. Just a little thing, so no big deal! I can grasp that that wasn't the main point of your proposal so don't worry about my little rant. On Mon, May 10, 2010 at 5:52 PM, Damir Prebeg blend.fact...@gmail.comwrote: Uhm... Please, can you explain Hard to tell what's going in and what's coming out? On 10 May 2010 09:45, Luke Frisken l.fris...@gmail.com wrote: Don't you think it's a little hard to tell what's going into the material and what's coming out with that suggestion? On 5/10/10, Damir Prebeg blend.fact...@gmail.com wrote: I've started this topic so It's would be rude from me not to suggest something. First of all I like Bassam suggestion about nodes, here is my suggestion how this should look. http://www.pasteall.org/pic/show.php?id=3202 I think image is pretty much self explanatory but if someone need more detailed description I will send it. On top of this, I also like Doug's proposition for sockets witch could be applied for direct assignment of image/tex compund/some-other-node-type to Diffuse, Transparency or what ever... Workflow could be like this: I wish to assign some texture (node) to Diffuse channel. I click on a button beside Difuse color and that shows me drop-down selector. In that drop-down I have scrollable list of available node types with ability to launch file selector and node editor (Ctrl+click on buton that shows that drop-down would launch node editor automatically after some imaga/node is selected) On 9 May 2010 07:43, Doug Ollivier d...@flipdesign.co.nz wrote: Hi All, Just curious what the next step is to see if this goes anywhere. Is it...? 1) Have this topic raised at next meeting, to work out if it is something worth exploring from a user?software structure stand-point 2) Create a UI proposal exploring the issue and proposing solutions? and then discussing this at a meeting? I assume that because the topic went quiet, that there was agreement (or not disagreement) with the idea of a Socket type influence system. Cheers. Doug On 30/04/2010 1:52 p.m., Doug Ollivier wrote: Awesome, was curious how light-wave did it. They are all seeming relatively similar with minor differences in approach. Any wild cards out there from strange softwares etc? On 30/04/2010 1:40 p.m., Daniel Salazar - 3Developer.com wrote: Ive suggested this type of texture managing in the past inspired on Lightwave where you can assign a texture or a texture stack to each value Material properties with a T icon to launch texture stack http://www.except.nl/lightwave/hdr/images/Surface_notgood_sm.png Texture Stack http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWPacks/StainedGlass/SGlassImages/SGlass19B-LayerStack.jpg nice... Daniel Salazar www.3developer.com On Thu, Apr 29, 2010 at 7:32 PM, Doug Ollivierd...@doug.org.nz wrote: On 30/04/2010 3:49 a.m., Knapp wrote: I only use Blender but I was wondering if the other 3d packages have found a good way to handle this texture/materials problem? Could we incorporate some good ideas this way? Why reinvent the wheel? Does anyone have a favorite other system? How does it work? I am not putting down the other ideas given so far, just hoping to find all the options before we pick the best. For those who have just joined my concept is to move the texture assignment to the point of control/use/influence when setting up a material in order to create a semantic/logicial link between action and affect : http://www.pasteall.org/pic/show.php?id=2989 Note: I dislike submitting ideas and saying they were influenced by the big boys, because I find it sometimes elicits a we don't want to copy response, and forces us to reinvent the wheel due to the pride of being independent and creative. However, pride aside, I agree that looking at how others have solved a problem, and then improving on their solutions is one of the best methods of development, its not revolutionary, but nor were puffer-fish, they evolved from something way less exciting. I'll outline the two softwares that I have used that give any real control over multiple textures, I am curious what great softwares others
Re: [Bf-committers] Texture assignment workflow is confusing
Aha! I thought the nodes with preview labeled on them were dedicated preview nodes. That's why I was so confused! My mistake, so carry on with those good ideas. On 5/11/10, Damir Prebeg blend.fact...@gmail.com wrote: It looks that flow in my image wasn't self explanatory so here is modified one. And this one treats Material as ordinary node that also can be input one. Flow goes from right to left simply because that looks more logic to me. http://www.pasteall.org/pic/show.php?id=3220 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Security gets in the way
I wonder how Sketchup deals with this issue with their embedded ruby... On 4/30/10, Benjamin Tolputt btolp...@internode.on.net wrote: Campbell Barton wrote: Best bring this up next meeting and come to some consensus. I wasn't in IRC for the decision either :) Interesting to note :) However I'm going away this weekend, can make it for the next one though (May 9th). Is this a meeting that would be open to other participants? I assume that there are meetings the general public do not attend, but being on IRC - this would be something interested parties can speak at? Don't think this is urgent, can wait a week or two, would rather this be a meeting topic so we can formalize what is done, rather then some devs agreeing on IRC. This is not that urgent, no. Any immediate changes would still wait for the official Blender 2.5/2.6 release before getting into the hands of the public, and that is some time away. Any non-immediate changes (on the wild, off-chance something drastic is accepted as worth looking into) will need to wait until after said release. In any case, I doubt two weeks are going to matter much either way. Two to three years on the other hand might be asking too much ;) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Texture assignment workflow is confusing
I agree with Matt. Well said! On 4/27/10, Matt Ebb m...@mke3.net wrote: On Tue, Apr 27, 2010 at 1:25 AM, Brecht Van Lommel bre...@blender.org wrote: Personally I think we should try to move to a system where you basically say, texture this property, and then that property gets a texture or texture stack attached. I completely agree this is where we need to be heading, with the focus on finding and editing the individual textures themselves, rather than trying to find them implicitly and indirectly via their 'parent' data. One other thing I also forgot to mention that this would also be much more suitable for using external renderers, many of which do indeed work via attaching textures directly to properties, which Blender's current system is very poorly equipped to deal with. Matt ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Merge Camera and Render Settings?
Would it be useful if you had control over what individual values got linked? On 4/17/10, Campbell Barton ideasma...@gmail.com wrote: On Fri, Apr 16, 2010 at 3:53 PM, Damir Prebeg blend.fact...@gmail.com wrote: On 16 April 2010 11:17, Brecht Van Lommel bre...@blender.org wrote: For animations where you switch between cameras you want all of them to have the same settings, it makes no sense to change resolution in the middle of an animation, and keeping all cameras settings in sync would be a lot of work. Besides that, these settings also apply to the sequencer and compositor which do not depend on a camera. I agree, there's no sense in switching resolution in the middle of animation, but keeping camera settings in sync should be made easy, we have camera objects and object data don't we? So creating an linked camera instead of copy should solve that issue. Regarding sequencer and compositor I cant make any comment since I'm not at home there. Linked camera data for render settings would be problematic, since you may well want to have different lense angle, clip start/end, panorama, ortho, dof-object etc. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] version naming
2.5x wasn't supposed to be the final goal was it? Was it not 2.6 that would be recognised as stable? Maybe I am wrong there, but I do think that the decision on the version name shouldn't be based only/largely on such technical reasons. Thankfully, i've got no urge to say anything else! On 4/10/10, Campbell Barton ideasma...@gmail.com wrote: On Sat, Apr 10, 2010 at 9:45 AM, Jeroen Bakker j.bak...@atmind.nl wrote: Hi all, The impact of changing a version number: For every release increase mayor: 3.0, 4.0 - we can only make mayor 7 releases (limitation in file format) so I disagree with mayor increase, except if we can find a way to place this in the current file format remove the last digit 2.5, 2.6 - we have to go to increase the mayor within 2 years file format can hold 33 releases before reaching the limitation Current way: we can still do 240 releases. When choosing a new version numbering, it has bigger technical impacts. File reader, upwards and downwards compatibility. The current implementation also has some drawbacks: patches are not recognized (249a, 249b) when a big patch has to be done impacting DNA+conversion it can not be placed in the filereader without tricking. So IMO: mayor.minor.patch + (2.5.1, 2.6.0) Thanks Jeroen for bringing this aspect of version numbering up. I'm not really interested in discussing this but for the record, agree with your comments above, +1 One other reason I'd hold back from 3.0x is the api for the first release of 2.5x wont be at all stable for a while. - Catch 22, people wont test until a release and we dont have the resources for really good evaluation of our apis, so a few iterations is normally needed. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Sent from my mobile device From Luke ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers