[Bf-committers] Blender developers meeting minutes - March 8, 2015

2015-03-08 Thread Sam Vila
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
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[Bf-committers] Fwd: [Blender Foundation] Your organization application has been rejected.

2015-03-02 Thread Sam Vila
I agree with the kickstarter formula, that would make the users have what
they want and a new way to bring incomes to Blender.
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[Bf-committers] Cycles as Default Engine

2014-10-05 Thread Sam Vila
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).
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[Bf-committers] (no subject)

2014-10-05 Thread Sam Vila
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.
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[Bf-committers] Cycles as Default Engine

2014-10-04 Thread Sam Vila
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.
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[Bf-committers] Blender tracking zoom solver

2014-10-04 Thread Sam Vila
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
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[Bf-committers] Blender tracking zoom solver

2014-09-25 Thread Sam Vila
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.
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[Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera

2014-08-12 Thread Sam Vila
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.
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[Bf-committers] Oculus Rift support

2014-08-12 Thread Sam Vila
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.
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[Bf-committers] Oculus Rift support

2014-08-12 Thread Sam Vila
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.
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[Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera

2014-08-11 Thread Sam Vila
Hi Daniel, are you talking about Sebastian König? Do he has rights to
commit this?

Thanks.
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[Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera

2014-08-11 Thread Sam Vila
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.
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[Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera

2014-08-08 Thread Sam Vila
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.
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[Bf-committers] Proposal: 2D handler for Compositor

2014-07-25 Thread Sam Vila
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.
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[Bf-committers] Proposal: 2D handler for Compositor

2014-07-25 Thread Sam Vila
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.
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[Bf-committers] UI project and team

2013-11-18 Thread Sam Vila
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/
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[Bf-committers] Blender new interface suggestion

2013-10-14 Thread Sam Vila
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.
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[Bf-committers] Blender 2.69 testbuild1 AHOY

2013-09-26 Thread Sam Vila
The add-on Chain has errors so cannot be used. Please check this out.
Thanks.
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[Bf-committers] Blender 2.69 testbuild1 AHOY

2013-09-26 Thread Sam Vila
*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.
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[Bf-committers] Add-ons in Blender for commercial services

2013-08-28 Thread Sam Vila
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.
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[Bf-committers] Add-ons in Blender for commercial services

2013-08-27 Thread Sam Vila
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.
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[Bf-committers] Sub-groups in Blender now and then

2013-02-19 Thread Sam Vila
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.
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[Bf-committers] Sub-groups in Blender now and then

2013-02-12 Thread Sam Vila
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.
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[Bf-committers] colored wireframe patch

2013-01-10 Thread Sam Vila
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.
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[Bf-committers] Fwd: colored wireframe patch

2013-01-09 Thread Sam Vila
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.
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