Re: [Bf-committers] GSoC 2015 BioBlender

2014-11-26 Thread Mike Pan
Hi Brad,

Not speaking with any authority, my guess is that it's unlikely. Since
BioBlender is not a core part of Blender and the target audience for it is
relatively small, the benefit to Blender community as a whole is
unfortunately small.

However, if it is accepted, I would happy to nominate myself as the mentor
as I wrote the first version of of BioBlender.

-m

On Wed, Nov 26, 2014 at 12:40 PM, Brad Hollister behol...@soe.ucsc.edu
wrote:

 In the presentation, BioBlender in the production of The Dark Gene -
 Monica Zoppe, the speaker requested certain features. I have an
 appropriate background and am interested in this.

 Are feature additions for BioBlender (potentially not Blender proper)
 acceptable for a GSoC 2015 project? Could additions specifically meant
 for BioBlender, but required in Blender itself, be an acceptable
 project as well?

 Regards,
 Brad
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Re: [Bf-committers] Do drivers have to be blocked as python scripts?

2014-05-23 Thread Mike Pan
I don't think any type of checking will be safe against a determined
attacker. One could conceivably rename objects to contain malicious code,
and then use these as RNA path in an expression.

-m


On Fri, May 23, 2014 at 8:57 AM, Vilem Novak pildano...@post.cz wrote:

 thanks for the reactions.
 From the proposed solution I think that most sane solution would be some
 limitation for the one-line expressions, assumably all of those which
 Joshua
 proposed.




 Maybe there is a simple way to put all these limitations into a simple
 string-checking operation, just check if expression does not have:

 anything else but driver vars, operators, math functions(this might be the
 complex part, to define what should be included in this.)...




 I mean- rather check if there's what is allowed, then you don't have to
 care
 what all should be forbidden, because that is everything else...




 Of course, this can again lead to similar situation - an artist does
 something not allowed, he is again stuck with not knowing what is wrong

 (e.g. on the renderfarm), but I assume it would be much less cases. I
 cannot
 currently imagine creative cases which would end like this.




 Regards

 Vilem



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Re: [Bf-committers] Do drivers have to be blocked as python scripts?

2014-05-23 Thread Mike Pan
Agree with Daniel. Perhaps a 'Halt on Error' checkbooks that prevent the
rendering if there are any missing libraries, textures or disabled
scripts.  This should be helpful in a studio environment.

M
On May 23, 2014 1:13 PM, Daniel Salazar - patazstudio.com 
zan...@gmail.com wrote:

 I'm happy this is getting some attention. Apart from the usability
 issues this sheds some light into another problem which is: Blender
 should not render crippled scenes ever. At least on background mode
 Blender needs to stop if drives aren't functioning and/or if textures
 are missing. The fact that it happily continues is making us loose
 valuable render time.
 Daniel Salazar
 patazstudio.com


 On Fri, May 23, 2014 at 1:50 PM, patrick boelens p_boel...@msn.com
 wrote:
  Imho doing something like this will only worsen the situation. Right now
 a lot of .blends fail entirely, leaving many users to wonder why. This
 sucks. If we were to allow *some* expressions, but not others, potentially
 only half a .blend will fail. This sucks even more.
 
  At least when everything breaks it's clear there is an underlying
 reason; whether that is a user preference as is the case here, a bug in
 Blender or an unsupported version or whatever. At least more experienced
 users may quickly realize they did not allow script execution for this
 .blend. If only, say, one out of ten drivers fail, I would imagine it being
 tempting to go look for the cause of this at the drivers themselves;
 perhaps someone accidentally made a typo in an expression?
 
  I'm not sure if this has been proposed before, but would it be possible
 to show a pop-up when opening a (external) .blend file for the first time?
 Something similar to what OSX does when opening a freshly downloaded app or
 document:
 
  --
  This .blend was created on another machine and contains executable code
 that could be harmful. Do you wish to allow Blender to execute these
 scripts?
 
  [Yes | No]
  --
 
  It wouldn't solve the issue for render farms, but would at least provide
 clearity (as well as a much improved sense of control!) to the user.
 
  Just my two cents.
 
  Cheers,
  Patrick
 
  From: pildano...@post.cz
  To: bf-committers@blender.org
  CC: bf-committers@blender.org
  Date: Fri, 23 May 2014 17:57:31 +0200
  Subject: [Bf-committers] Do drivers have to be blocked as python
 scripts?
 
  thanks for the reactions.
  From the proposed solution I think that most sane solution would be some
  limitation for the one-line expressions, assumably all of those which
 Joshua
  proposed.
 
 
 
 
  Maybe there is a simple way to put all these limitations into a simple
  string-checking operation, just check if expression does not have:
 
  anything else but driver vars, operators, math functions(this might be
 the
  complex part, to define what should be included in this.)...
 
 
 
 
  I mean- rather check if there's what is allowed, then you don't have to
 care
  what all should be forbidden, because that is everything else...
 
 
 
 
  Of course, this can again lead to similar situation - an artist does
  something not allowed, he is again stuck with not knowing what is wrong
 
  (e.g. on the renderfarm), but I assume it would be much less cases. I
 cannot
  currently imagine creative cases which would end like this.
 
 
 
 
  Regards
 
  Vilem
 
 
 
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Re: [Bf-committers] Replacing BGL with PyOpenGL

2014-04-07 Thread Mike Pan
As a BGE user, I welcome any upgrade in the graphic pipeline. This sounds
like a good idea to modernize BGE's OpenGL capabilities.

Will this change require significant work to update the existing add ons
that uses the BGL module? Although only Screencast-keys comes to mind.

-m


On Mon, Apr 7, 2014 at 1:59 AM, Mitchell Stokes moguri...@gmail.com wrote:

 BGL is a Python wrapper for OpenGL that is maintained by Blender.
 Unfortunately, it is stuck on approximately OpenGL 1.1 level features with
 some shader calls also exposed. It could be updated to support newer OpenGL
 features (at least having vertex arrays would be nice), but there really is
 not much need to maintain our own OpenGL wrapper. PyOpenGL[0] supports
 Python 3.3+, and could be used as a replacement for BGL (in other words,
 deprecate BGL and ship Blender with PyOpenGL).

 Pros:
   * Someone else would be maintaining the wrapper
   * PyOpenGL uses ctypes and the same package can be used for multiple
 platforms

 Cons:
   * Yet another Python package for us to ship with Blender
   * Adds to Blender's size
   * Some APIs may need to be updated (bge.texture and Image.gl_load come to
 mind)

 What are some other people's thoughts on this?

 --Mitchell Stokes

 [0] http://pyopengl.sourceforge.net/
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Re: [Bf-committers] Upgrading to Python 3.3.2

2013-11-16 Thread Mike Pan
One thing to note: the current release of 3.3.2 is prone to segfaults when
used on Mac OS X 10.9 (Maverick) due to this bug:
http://bugs.python.org/issue18458, this makes Python unusable in the
interpreter.

Thus, if possible, I'd suggest waiting for 3.3.3 or at least use 3.3.3RC2
which has the OS X issue fixed: http://python.org/download/releases/3.3.3/

mike


On Sat, Nov 16, 2013 at 4:43 PM, Alex Fraser a...@phatcore.com wrote:

 Hi all,

 Now that the release has happened and we can commit again, can we
 please upgrade to Python 3.3.2? I think this will require:

 - Update build deps to change the min version to 3.3.2 from 3.3.0
 - Platform maintainers to update their copy of Python (e.g. Linux
 buildbot is currently building with 3.3.0)

 This is to fix this bug:


 https://projects.blender.org/tracker/index.php?func=detailaid=36963group_id=9atid=306

 Cheers,
 Alex (z0r)

 On 22 October 2013 20:52, Alex Fraser a...@phatcore.com wrote:
  On 21 October 2013 20:46, Bastien Montagne montagn...@wanadoo.fr
 wrote:
  Eh, I thought we already were on py3.3.2 (installdeps is , at least)? I
  mean, mini-updates of python are bug-fixes only, so we should always
  use the latest, imho? But indeed svn libs are older (we even still have
  some py3.2!)…
 
  I'm not sure about the build environment for the official builds, but
  on my system it falls back to an earlier version because my system has
  an earlier version available as a .deb. I needed to alter
  install_deps.sh like this to get the right one:
 
  http://www.pasteall.org/46676/diff
 
  Not to be done before 2.69 is released, for sure! ;)
 
  Yep, absolutely. But at the same time I'd rather not wait for 3.4, if
  possible :)
 
  Cheers,
  Alex
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Re: [Bf-committers] How goes leap motion progress?

2013-10-03 Thread Mike Pan
As far as I know, Leap does not have an official Python 3 library yet, so
the only way to access the device from Blender is via the web socket. I am
eager to play with it too.


On Thu, Oct 3, 2013 at 3:31 PM, Sean Olson seanol...@gmail.com wrote:

 Hey Guys,
 Just curious if any progress has been made on Leap Motion integration.
  I've got a nice paper weight on my desk right now that I'm eager to test!

 -Sean

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Re: [Bf-committers] What is the status of YoFrankie?

2013-02-13 Thread Mike Pan
I am interested, and would like to help if possible.

A fresh set of BGE demos would be lovely. With or without Intel's support.

mike


On 2013-02-13, at 10:46 AM, Sinan Hassani sinan.hass...@gmail.com wrote:

 Hi Tom,
 
 You are correct in that the details on how this would work is not clear 
 yet. I will discuss the details in my next meeting.
 
 Another important requirement for a game to get accepted is that it must 
 run at minimum 30 FPS on specific hardware they would use for evaluation.
 
 Sinan
 
 On 13-02-13 01:22 PM, Sinan Hassani wrote:
 No 'exclusivity' with respect to the engine. As soon as a demo is 
 release publicly, all code has to be released under GPL back to the 
 BGE. Probably as patches for code review, not direct svn commits.
 
 When it comes to the content and assets, part of the deal my include 
 creating new python scripts, assets, levels, blend files, etc that 
 would have to be exclusive to Intel for about 6 months. That extra 
 content would have its own license for redistribution during that 
 period. After the period is over, I have to make sure the deal I have 
 with Intel would allow the content to be licensed back to the public.
 
 So details still have to be worked out to see if this is possible with 
 YoFrankie! license.
 
 We will also take special care to make sure we don't use any logos (no 
 Blender logos, YoFrankie! logos, etc). Only attribution in the 
 start-up screen will be given.
 
 Sinan
 
 On 13-02-13 12:42 PM, Tom M wrote:
 Hi,
 
 I'd certainly recommend using Yo Frankie.  It has proven assets,
 proven game logic, etc.  So the amount of time you need to 'get up to
 speed' is much less.  Mostly just making sure things work well with a
 touch UI, and perhaps some work to improve quality.  You might also
 want to see if Pablo (who did a lot of the character and asset
 creation) is available.
 
 I'm not sure how you could manage 'exclusivity' though, since the
 content is CC licensed and the engine is GPLed.
 
 Good luck,
 
 LetterRip
 
 
 
 
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Re: [Bf-committers] Nvidia Fermi performance issues

2012-09-10 Thread Mike Pan
As far as I know, there isn't a workaround for it yet. Disabling
double-side lighitng for objects seem to help a lot, but that's as good as
it gets.

There was a discussion on
http://projects.blender.org/tracker/index.php?func=detailaid=29724group_id=9atid=498,
but nothing really came out of it.

Mike

On Mon, Sep 10, 2012 at 2:51 PM, Tobias Oelgarte 
tobias.oelga...@googlemail.com wrote:

 Hello,

 I must wonder if there is already a working solution to bypass the Fermi
 performance issues. I just installed a GTX 560 TI and i enjoy the
 rendering speed in Cycles. But I'm extremely unhappy with the viewport
 performance. It is even slower then on my old Geforce 7600 M (right a
 mobile card with 128 MB RAM). 1M polygons is not a big deal for my old
 card, but the new card is already below a framerate that could be usable
 for modelling. I played around with various settings, but so far it slow
 as hell.

 Any ideas on how to improve performance or is someone already working on
 a patch?

 A little sad looking
 Tobias Oelgarte
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Re: [Bf-committers] Cycles performance

2012-03-06 Thread Mike Pan
You are right Brecht, I just tested with a GCC-built Windows version of
Blender an the result is comparable with that of Linux/Mac.
Thanks!

m


On Tue, Mar 6, 2012 at 5:17 AM, Brecht Van Lommel 
brechtvanlom...@pandora.be wrote:

 Hi,

 It's probably more compiler dependent than OS-dependent. Visual studio
 does not compile the render kernel as well as gcc. I've been
 developing with gcc, so that has some influence, and it's probably
 possible to tweak the code such that it compiles faster on visual
 studio. Thread management could be related but last I checked
 rendering threads were kept busy.

 Brecht.

 On Mon, Mar 5, 2012 at 11:26 PM, Mike Pan mike.c@gmail.com wrote:
  Not to start another OS debate. But...
 
  I noticed that the performance of Cycles is very OS-dependent. With the
 old
  rendering engine, the OS can influence the rendering time by ~10%. But
 with
  Cycles, i am seeing a huge difference in performance between Windows and
  Linux/Mac, where Linux/Mac is often twice as fast.
 
  This cleaned up chart by
  Olivier
 http://oenvoyage.wordpress.com/2012/02/25/blender-cycles-best-hardware-using-the-benchmark-spreadsheet-analysis/
 clearly
  shows the discrepancy:
  http://oenvoyage.files.wordpress.com/2012/02/benchmark_win_linux.png
 
  I've done my own dual-boot test and the results as as follows:
 
  Cycles Render: (huge difference in render time)
  OS X: 3:27
  Win 7: 6:14
 
  Classic Render: (similar time, as expected)
  OS X: 1:24
  Win 7: 1:29
 
  Both OS are running natively (not under virtual machine), using the 64bit
  version of Blender 2.62.
 
  My question is, Is there any technical reason behind this? thread
  management? malloc overhead?
 
  Mike
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[Bf-committers] Cycles performance

2012-03-05 Thread Mike Pan
Not to start another OS debate. But...

I noticed that the performance of Cycles is very OS-dependent. With the old
rendering engine, the OS can influence the rendering time by ~10%. But with
Cycles, i am seeing a huge difference in performance between Windows and
Linux/Mac, where Linux/Mac is often twice as fast.

This cleaned up chart by
Olivierhttp://oenvoyage.wordpress.com/2012/02/25/blender-cycles-best-hardware-using-the-benchmark-spreadsheet-analysis/clearly
shows the discrepancy:
http://oenvoyage.files.wordpress.com/2012/02/benchmark_win_linux.png

I've done my own dual-boot test and the results as as follows:

Cycles Render: (huge difference in render time)
OS X: 3:27
Win 7: 6:14

Classic Render: (similar time, as expected)
OS X: 1:24
Win 7: 1:29

Both OS are running natively (not under virtual machine), using the 64bit
version of Blender 2.62.

My question is, Is there any technical reason behind this? thread
management? malloc overhead?

Mike
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Re: [Bf-committers] tkinter python module

2012-01-20 Thread Mike Pan
 Thanks for the additional input. My use of tkinter is limited to the game
engine in very small amount. Things like displaying an OS-neutral file-open
dialog box.  I can imagine if one were to create a secondary UI with
tkinter, the two event loops might cause havok. Luckily that's not what I
am doing.

I know Dalai mentioned he can invoke a file-open dialog box via
applescript. If anyone has another solution to display a dialog box in
Windows, I'd appreciate it. Through VBscript? Or maybe a ctype windows DLL
function call?

Thanks

m


On Thu, Jan 19, 2012 at 5:36 PM, Stephen Swaney sswa...@centurytel.netwrote:

 On Thu, Jan 19, 2012 at 03:09:25PM -0800, Mike Pan wrote:
 
  Good to know that it's not a technical limitation. I'll roll my own
 release
  to include tkiner then.

 One techinical limitation you are going to run into is that both
 Tkinter and Blender have their own event handling loops.  Trying to
 run two main loops can be problematic.

 --
 Stephen Swaney
 sswa...@centurytel.net

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[Bf-committers] tkinter python module

2012-01-19 Thread Mike Pan
Hi,

I noticed that the tkinter python module is stripped out from the Blender
Python installation. Is there a reason for this? Threading issue? Security
Concern?

Just wondering, since what I am working on projects that can really benefit
from having a built-in, cross-platform UI module.

Thanks!
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Re: [Bf-committers] Proposal: Blender OpenCL compositor

2011-01-14 Thread Mike Pan
From a user's perspective, it seems a few node (blur, defocus, vector blur)
is responsible for over 90% of the node-compositing time in a real
production, accelerating these will probably have a far larger impact/effort
ratio than overhauling the entire framework.

also, sorry about the LinkedIn spam earlier today.

-mike pan


On Fri, Jan 14, 2011 at 11:27 AM, Roger Wickes From IPhone 
rogerwic...@yahoo.com wrote:

 And next gen cpus are incorporating the arch from what i read

 Sent from my iPhone

 On Jan 14, 2011, at 8:17 AM, Xavier Thomas xavier.thomas.1...@gmail.com
 wrote:

  Beside, OpenCL does not specially mean GPU. OpenCL can be executed by CPU
  and even be accelerated by multiple CPU/Cores
 
  2011/1/14 Knapp magick.c...@gmail.com
 
  While some of the GPU based stuff nowadays looks very spectacular, I
  personally still feel hesitant - I don't think CPUs (and especially
  multiprocessing) should be left by the wayside. Not only due to the
  increasing prevalence of multicore systems nowadays, but also for
  render farms, which are very largely CPU based.
 
  cheers
 
  Matt
 
  Yes, but for how long will that remain true??
 
 http://www.tomshardware.com/news/nvda-china-super-computer-gpu,11545.html
 
  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/
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Re: [Bf-committers] Single frame netrender

2010-04-30 Thread Mike Pan
Would compositing with nodes be a problem since one needs data from
bordering pixels in order to do certain operations such as blur?

On Fri, Apr 30, 2010 at 3:00 PM, Roger Wickes rogerwic...@yahoo.com wrote:

 +1 while no single machine of mine (I have 8) can render a single frame of
 BBB,
 or even ED, (malloc returns 0), my hope is that if I could get the tile
 small enough,
 each would be able to render a portion, and then one could stitch them
 together.

  --Roger




 From: Martin Poirier the...@yahoo.com
 To: bf-blender developers bf-committers@blender.org
 Sent: Fri, April 30, 2010 8:39:17 AM
 Subject: Re: [Bf-committers] Single frame netrender

 Hi,

 Are you sure they didn't mean they wanted to be able to render a single
 frame on more than one machine?

 For tile dispatch, what's needed is a way to specify the rendered tile on
 command line as well as a way to load render results per tile (or at least
 an easy way to recomposite the full frame).

 Martin
 PS: The change you did is fine for sure, but it don't think it's usually
 what people think of when they talk about distributed rendering of single
 frames.

 --- On Fri, 4/30/10, Jeroen Bakker j.bak...@atmind.nl wrote:



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Re: [Bf-committers] version naming

2010-04-08 Thread Mike Pan
As far as I know, the first stable release will be called Blender 2.60, not
2.50.

2.60 would be a fine name as it denotes the rather large jump in feature and
UI from Blender 2.49.  Blender 2.50 would not be a very intuitive name to
many users(especially non-power users), who would consider 2.49 to be almost
equivalent to 2.50, which is far from true.

We won't be able to wipe the internet clean of Blender 2.4 tutorials and
resources in the next 4 month, and in order to hint at the users that the
next release will be significantly different from the older 2.4x series can
only be done through a new branding effort.  So, I am all for calling it
Blender 3, or at least Blender 2.60.

Power-users don't seems to care about the versioning, for all we care, we
can name Blender with the SVN revision numbers.  But IMO proper versioning
is as important as the recode, to signify the milestone that we've reached
with this huge refactor.

-mike




On Thu, Apr 8, 2010 at 5:50 PM, Paolo Ciccone phcicc...@gmail.com wrote:

 Hello.

 There seems to be a bit of misconception about what was asked. This thread
 has turned from the initial request, to a debate about what would be the
 right version number for Blender.
 I apologize if I fueled the fire of that, the original question remains,
 though.
 Educators, like myself, and authors of books and DVDs that will help
 understand Blender are in need of knowing what the program will be called.
 It's not a matter of preferences,
 it's a matter of having a clear way to refer to the program and being able
 to prepare material that refers to Blender in the *proper* way. This is of
 benefit for everybody. It seems that
 some developer find the issue unimportant or irrelevant. Be assured that
 it's not.
 If you worked on just one release of a product, not a program, a product,
 in
 the software industry you should know how much time and care is spent in
 taking that decision.

 If you spend hours and hours in coding for Blender you should care if
 people
 will benefit from the fruit of so much effort. It's the role of people like
 me to spread the word and help users
 adopt Blender. At the end it's for the benefit of everybody.
 I dedicate two full days a week  to promoting Blender. This includes
 finding
 a good topic for a tutorial, recording it, editing it, publishing it at
 Creative COW, blogging about it,
 respond to the forum requests, etc.
 Some of the feedback that I received included I had Blender for a year,
 could not figure it out, now I can, thanks to your tutorials or I thought
 I could never use 3D, now you made
 it accessible for me. I'm not bragging about it, I mention it because the
 final point of making a program is to have people using it. Otherwise all
 that coding is pointless. Preaching to
 the choir can be very rewarding but it doesn't go that far.

 There is a difference between an Array, a List or a Dictionary. You, as a
 developer, would not like ambiguity in that. Educators and users of your
 program don't like a similar ambiguity
 in how to refer to the darn program.
 Want to call it 2.6? Fine, but let's decide here and now how the program
 will be known to the public at large. Development versions don't count in
 that scheme. I have been telling people to stay clear from
 development versions because they are not production quality. But there is
 a
 point when the program ends the Beta phase and  is released. That is what
 the public at large will need to use.

 What should we call it?

 It's not a hard decision or one that conflicts with the development. We are
 at a point where this is becoming an issue. Every day. Let's make a
 decision, update the websites and stick to the plan.
 It will give a sense of stability, a sense of what to expect and it will
 provide a clear way to refer to the program.

 What you do, as a developer, is crucial and important. What we do, as
 educators, is important too. When you dismiss this issue as not important
 you are belittling our effort and undermining endless
 hours of planning and design on how to make the future version of Blender a
 success.

  We are not asking for new features, we are just in need to have one simple
 label decided, possibly in a week or so.

 Thanks for your time.

 Cheers.
 ---
 Paolo Ciccone
 www.preta3d.com
 www.paolociccone.com
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Re: [Bf-committers] Relative Paths as default setting

2009-12-07 Thread Mike Pan
Of course one can do that. (ctrl+u) But for all the user that does not
mess with the default setting, wouldn't relative be a better default
option out of the box?

mike
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