[Bf-committers] Blender developers meeting minutes - March 8, 2015
Hi Ton, Just a quick note about the goals for 2.75, one of the points says 'OpenSubdiv (We wait for Pixar to release 3.0)'. This is actually released on this as far as I know: http://graphics.pixar.com/opensubdiv/docs/release_notes.html and: https://github.com/PixarAnimationStudios/OpenSubdiv ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Fwd: [Blender Foundation] Your organization application has been rejected.
I agree with the kickstarter formula, that would make the users have what they want and a new way to bring incomes to Blender. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Cycles as Default Engine
Hi Daniel, of course I know you can change that on the menu, what I'm saying is that BI is a feature complete render engine (maybe not the best quality ever but it's complete), Cycles is not complete, one more example: The render passes in cycles are most of the time unusable, try to get an object ID or a material ID pass from an object with motion blur for example. Some of the 'features' are on the UI but they are actually not usable for production. In my opinion if you have a 'feature' that is unusable is better to remove that feature from the UI until it's ready. I started rendering a shot in cycles thinking that I could have material and object passes with motion blur and I realize that these options are not usable at all and I had to fake these passes in other ways. All I'm saying is... Yes, I'm looking forward to have Cycles as the main engine BUT only when it's fully featured and not having inconsistency problems as the ones I mention. Also it has more limitations from an artist point of view to tweak the lighting and managing the light in comparison with the BI. Even Arnold render fakes many things but in cycles is trying to achieve realistic rendering results which is fine but not really allowing the artist sometimes to adjust settings in a non-realistic way (example: shadow color on the rendering). ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] (no subject)
Thanks for the replies, I just wanted to show some of the features that I think Cycles would need to be as flexible as BI. If we have a fix for the passes and the ability to play in a non-physical correct way with some of the settings then it would be great! As I said it's great that you can cheat a lot in BI when you need. Hope Cycles would provide tools to accomplish this as well in the future. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Cycles as Default Engine
They shouldn't have cycles being the default unless they provide at least shadows control as BI has (you can tint shadows and control the intensity much better than in cycles) as well as light groups and 'This layer only' options. I do all kind of tricks with these settings that are much more complex to achieve in Cycles and you usually have to do a lot of compositing work to have similar results. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender tracking zoom solver
Hi Hermann, It is great that you are working on solving some of these problems. My main concern is the zoom shots, sometimes you have a shot that starts with a 30mm lens and ends up with a 50mm. Right now the only way is to track the entire shot as if it was a 30mm, or you can track it twice one for 30mm and another for 50mm and then combine manually both tracks but this is not a good way, is not accurate and it causes extra work. Almost all the 3D tracking softwares has the ability to solve the tracking with a fixed lens or with a variable lens (zoom) Blender only solves shots with fixed lenses which is a shame because then you cannot uses it for some shots when zoom is part of the shot. Looking forward to see if you can integrate your zoom solver into trunk! :-) Sam ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender tracking zoom solver
Hi, Any idea when the tracking system in Blender is going to provide a zoom lenses solver? I think the motion tracker is quite decent right now but not being able to solve shots with zoom it really limits a lot in many productions. Any feedback about this topic is welcome. Thanks. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera
Hi Ejner, I agree, we should have the width and the height as well, it's kind of confusing just having one but not the other one. The 4K version would be a good addition as well. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Oculus Rift support
Hi, Why not include Oculus Rift support? Unreal has it, Unity has it and many others as well. This guy is showing how to make Blender compatible with Oculus Rift: http://lubosz.wordpress.com/2013/06/26/oculus-rift-support-in-blender-game-engine/ Would be interesting if the Blender Foundation could grab this code and make it part of the official releases don't you think? Sam. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Oculus Rift support
Hi Mitchell, Have a look to this: https://github.com/lubosz/python-rift/blob/master/LICENSE This would work for the BGE? if so do you think you could start reviewing this and provide official support for Blender? Appreciate your response. Thanks. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera
Hi Daniel, are you talking about Sebastian König? Do he has rights to commit this? Thanks. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera
The sensor size is 12.48mm x 7.02mm. I can only see the width size on the templates for cameras in Blender, why is not displaying the height as well? Is that correct? The width for template of the other Blackmagic camera is 15.81mm but doesn't show any height. In any camera shows the height only the width. By the way Daniel, thanks very much for trying to commit this, it would be handy to have more templates for other cameras, I will try to provide more in the future, at least the most well known cameras. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera
Hi, Where can I request to add new presets for the movie clip editor? I would like the developers to add the Blackmagic Pocket Cinema Camera, we already have on Blackmagic camera there but it would be interesting to have the pocket version as well. If you are interested to add this new preset the width for the sensor is 12.48mm. If this is not the right place for this request please let me know who do I have to contact for this request. Thanks. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Proposal: 2D handler for Compositor
Hi, After seeing the new sunbeams node I just notice that it would be VERY handy to have a node in the compositor to display a handler that you can move around the screen and provide coordinates to be plugged into other nodes. Right now the only alternative is click on the values and drag, drag and drag until you reach the right values, as far as I know Blender is the only compositor tool that doesn't have direct feedback on the effects by not having handlers. By having a handler node that you can plug with other nodes you could speed up a lot the process of setting up other nodes, here's a list of nodes that could benefit from this: - Sunbeam - Scale - Translate - Rotate - Crop - Displace - Transform - Corner Pin - Box Mask - Ellipse Mask - Directional Blur As you can see there's several nodes that could benefit of having this new node, the usability of all these nodes and futures ones would be increased very much. Another inconsistency I notice is the fact that after you enter in the compositor editor you need to click on the checkbox: Use nodes to start using the nodes, this is very silly design cause if you don't click that option you cannot use any meny in that editor or do anything so basically you're FORCED to check that box to start using the tool, it might be something trivial but it doesn't have any sense to have that option and click on it, it's 100% redundant and things like this makes more difficult for new users to adapt into blender. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Proposal: 2D handler for Compositor
I think a radial dial wont be as good as having a handler node or similar, this way you can have a node adjusting many other elements into other nodes. For example you can create a node handler that has an absolute position and many other nodes are reading this position to add their effects. After effects is doing this in a very good way, you can have a null object that affects layers, transformations, effects and so on so instead of tweaking each individual effect you have a master object that tells the position to be used in several effects at once. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] UI project and team
Hi, I've been working as an official beta tester for Otoy (Octane Render plugin for Blender) and also these days I'm working in developing an in house game engine integrated into Blender so I'm in charge of the UI aspects by doing our own UI inside Blender to communicate with our game engine. If you need some help with the UI design feel free to contact me. I've been using Blender and other 3d/2D softwares for many many years so I might be able to help you a bit in case you need. Here's my latest demoreel: http://www.blendernation.com/2013/04/19/reel-sam-vila/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender new interface suggestion
Crs Mrn, I think you're talking without knowing... check these numbers: Default resolution of the viewport in Maya: 1407 x 725 Default resolution of the viewport in Blender: 1490 x 850 This is 5.89907604832977% wider and 17.24137931034483% higher in Blender than in Maya and 83x125 more pixels. Check this visual comparison. http://www.pasteall.org/pic/show.php?id=60750 * Based on a 1920x1080 resolution screen for both softwares. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender 2.69 testbuild1 AHOY
The add-on Chain has errors so cannot be used. Please check this out. Thanks. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender 2.69 testbuild1 AHOY
*Bastien, are you sure is *r4771? that release number seems to be totally wrong, we are at 60382 right now. I thought it would have more attention in reporting this in here now that we're close to the release instead of getting lost in several bug reports in the bug tracker. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Add-ons in Blender for commercial services
Hi Ton, sounds great, thanks for reply. It would be great if Blender can show to the industry that it can support commercial software and building bridges to bring more professionals into Blender. Octane seems to be a good starting point to show this to other companies. It's also a great news that you already contacted the guys from Vray and Arnold, it would be great to have so many good renderers inside Blender, maybe this commercial support could also affect other areas rather than just rendering and provide plugins for other things like crowd simulations, fluid simulations, etc... Thanks for the effort. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Add-ons in Blender for commercial services
Hi, looks like Octane Render just published all the source code and the necessary stuff for the Blender Foundation to be able to integrate this directly into the trunk. Are you aware about that? If so... why not doing it? This is a good chance to show that Blender is also able to deal with commercial third parties in a much professional relationship. Otoy just did his work, looks like now the ball is in the Blender Foundation side. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Sub-groups in Blender now and then
I cannot reproduce that workflow not even in 2.49b, should I use a much older version? Is there anyway to port this feature into the new 2.6x series? In production would be more than welcome to have such a feature, specially if we had it before but not now. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Sub-groups in Blender now and then
Hi, I have a question/request: based on this video: http://www.youtube.com/watch?v=NeQ7Yocir0Ufeature=player_detailpage#t=90s Looks like the old 2.48 versions had the ability to create sub-groups when you're linking objects, that's very sweet and keep everything more organized but I've been trying to achieve this in Blender and I couldn't have it to work not only in the new 2.6x series but even in the old ones. So my question is... how you achieved that in the early days? it would be awesome to have an option to organize the groups in different categories as it's shown in the video. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] colored wireframe patch
I don't see so much problems on that. If we have that feature we can manually customize our colors for the rest of the UI. Actually we cannot do single custom colors for meshes but if we could that would be a good option for artists, then we can change some UI colors if they get confusing or something, should be up to the user to use it or not but at least would be good to have the option. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Fwd: colored wireframe patch
Totally agree, this feature should be officially supported, at least we should be able to have the option of using it or not, some artists they manage their assets by colors in other packages and it's a nice workflow to do it that way sometimes. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers