Re: [Bf-committers] Circular array modifier

2018-05-06 Thread Thomas Beck
Hi Chris

definitely send in a diff developer.blender.org, this way we could continue
our discussion there and won't clutter the mailing list.

Look at this file: http://pasteall.org/blend/index.php?id=49459 - it's not
constructed around a central point but does imho the same thing - currently
I would rather see your modifier as an option integrated into the current
one than having a new one added to Blender... but I can of course miss smth
here.

Cheers and have a great Sunday,
Thomas

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Am So., 6. Mai 2018 um 12:31 Uhr schrieb Christian Hubert <
christian.hub...@dstribe.com>:

> Hi Thomas,
>
>
> Thanks a lot for this feedback, and no worries, there is no offense at all.
>
> About the screw modifier, afaik, no. Because the screw modifier extrudes
> the mesh and this one duplicates it.
>
> Concerning the array, yes you can do things, but partially (again, afaik),
> because the base mesh is not really placed around (and adapted to) a
> central pivot. Maybe a combination of array + simpledeform could make
> things similar, but it is not easy to tune the positions of the object and
> its axis and to master master the central position is. And even with that,
> adding a screw make it more complex.
>
> But that could be because of my lack of knowledge about these modifiers.
> If you've time, feel free to provide some examples.
>
> Thanks again,
>
> Kind regards,
> Christian
>
>
> -Message d'origine-
> De : Thomas Beck <softw...@plasmasolutions.de>
> Envoyé : dimanche 6 mai 2018 11:18
> À : bf-blender developers <bf-committers@blender.org>
> Objet : Re: [Bf-committers] Circular array modifier
>
> Hi Christian,
>
> I just watched your video and I'm wondering if that is not already
> possible with an ordinary screw modifier? And even the current array
> modifier (in combination with a rotated and shifted empty along an axis) is
> capable of duplicating a mesh along this exact exis. No offense and thanks
> for your effort - it's more about understanding why we need this modifier...
>
> Cheers,
> Thomas
>
> Plasmasolutions
> Design | Development | Training
>
> Website: Http://www.plasmasolutions.de <http://www.plasmasolutions.de/>
> Blog: Http://blog.plasmasolutions.de <http://blog.plasmasolutions.de/>
>
> Blender Foundation Certified Trainer
> <http://www.blendernetwork.org/BFCT>Autor von "Blender 2.7 - das
> umfassende Handbuch" <http://www.galileo-press.de/3404>
>
>
> Am So., 6. Mai 2018 um 10:20 Uhr schrieb Christian Hubert <
> christian.hub...@dstribe.com>:
>
> > Hi,
> >
> >
> >
> >
> >
> > Previously named < fan modifier >, the < circular array modifier > is
> > now ported to 2.8. I can send a diff when you give me the < go >.
> >
> >
> >
> > Here is a demo video https://www.youtube.com/watch?v=vzKFHubAFzQ
> > <https://www.youtube.com/watch?v=vzKFHubAFzQ=youtu.be>
> > =youtu.be
> >
> >
> >
> > The parameters:
> >
> >
> >
> > *   Modes : simple, homothetic, rounded
> >
> >
> >
> > *   Simple mode: the modifier creates simple duplis of the mesh
> rotated
> > around the axis
> >
> > *   Angle of rotation: the mesh is duplicated < slices > time inside
> > this angle
> > *   Slices: amount of times the duplication occurs
> > *   Iterations: amount of times the angle is repeted
> > *   Height: wanted height, with 3 modes.
> >
> > *   Slice: the height is the height between two consecutive slices
> > *   Iteration: the height is given for an iteration
> > *   Total: the height is total height of the result
> >
> > *   Axis: 3 possibilities. Around X and facing Y. Around Y and facing
> > Z.
> > Around Z and facing X. See comments about that below
> > *   Pivot axis: another object can be used as pivot (instead of the
> > object origin and local axis)
> >
> >
> >
> > *   Homothetic: the duplis are stretched transversally so that they
> can
> > be joined. Below the parameters which are different from simple mode
> >
> > *   Magin angle: an angle between slices
> > *   Shear: connect mesh borders al

Re: [Bf-committers] Circular array modifier

2018-05-06 Thread Thomas Beck
Hi Christian,

I just watched your video and I'm wondering if that is not already possible
with an ordinary screw modifier? And even the current array modifier (in
combination with a rotated and shifted empty along an axis) is capable of
duplicating a mesh along this exact exis. No offense and thanks for your
effort - it's more about understanding why we need this modifier...

Cheers,
Thomas

Plasmasolutions
Design | Development | Training

Website: Http://www.plasmasolutions.de 
Blog: Http://blog.plasmasolutions.de 

Blender Foundation Certified Trainer
Autor von "Blender 2.7 - das umfassende
Handbuch" 


Am So., 6. Mai 2018 um 10:20 Uhr schrieb Christian Hubert <
christian.hub...@dstribe.com>:

> Hi,
>
>
>
>
>
> Previously named < fan modifier >, the < circular array modifier > is now
> ported to 2.8. I can send a diff when you give me the < go >.
>
>
>
> Here is a demo video https://www.youtube.com/watch?v=vzKFHubAFzQ
> 
> =youtu.be
>
>
>
> The parameters:
>
>
>
> *   Modes : simple, homothetic, rounded
>
>
>
> *   Simple mode: the modifier creates simple duplis of the mesh rotated
> around the axis
>
> *   Angle of rotation: the mesh is duplicated < slices > time inside
> this angle
> *   Slices: amount of times the duplication occurs
> *   Iterations: amount of times the angle is repeted
> *   Height: wanted height, with 3 modes.
>
> *   Slice: the height is the height between two consecutive slices
> *   Iteration: the height is given for an iteration
> *   Total: the height is total height of the result
>
> *   Axis: 3 possibilities. Around X and facing Y. Around Y and facing
> Z.
> Around Z and facing X. See comments about that below
> *   Pivot axis: another object can be used as pivot (instead of the
> object origin and local axis)
>
>
>
> *   Homothetic: the duplis are stretched transversally so that they can
> be joined. Below the parameters which are different from simple mode
>
> *   Magin angle: an angle between slices
> *   Shear: connect mesh borders along the height
> *   Merge: merge border vertices (from a slice to the next one and from
> first/last slice)
>
>
>
> *   Rounded: same as homothetic, but the vertices are shifted
> longitudinally to make the shape round. The parameters are the same as for
> <
> homothetic >
>
>
>
>
>
> Comment about axis: the calculation considers a < facing axis >, so that
> (for homothetic and rounded modes), the connection between slices is done
> when the mesh is symmetrical along this facing axis.
>
> Another calculation could avoid that, by projecting the mesh along the
> rotation axis whatever its position is around it. But using a facing axis
> allows to obtains asymmetrical effects (visible in the video), at the cost
> of user effort to place the mesh (or axis object) correctly.
>
>
>
> Thanks for your feed back.
>
>
>
> Christian
>
>
>
>
>
>
>
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Re: [Bf-committers] Features already supported for my project

2017-07-06 Thread Thomas Beck
Hi Mario,

in my opinion you're very close to spamming the list - I muted the thread
already. This is the bf-committers mailing list where we discuss Blender
specifics. You'd like to fork blender to a point where it's really not near
our current Blender focus any more. The task is giant and definitely not an
easy catch as a non-developer as Brecht pointed out already. You posted
your document, people will comment there..or not - just as they like to.
Consider going to our IRC channel and ask there if you got specific
questions that we can help you with. Or wait for replies on and in your
document. But please stop spamming the list.

Thanks and have a nice day,
Thomas

Plasmasolutions
Design | Development | Training

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Telefon: +49 176 2017 9565

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2017-07-06 14:21 GMT+02:00 Mario Rossi :

> Hello everyone again.
> Please, have a look at the document I linked earlier and tell me *just
> the missing features*, so I can remove the rest from the list.
> I don't really know what's currently supported, so I'd need help from
> all of you.
> Consider giving me 5 minutes each, in a day this could be addressed well.
>
> Thanks in advance.
>
> P.S.: In case you deleted my emails, here is the link to the document:
> https://drive.google.com/open?id=1SYhvRR1um_U8fRH2aVot6ljc9MNFOecX50yE_
> Y2DSvk
>
> Bye, Mario.
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Re: [Bf-committers] About design on grease pencil object

2017-04-06 Thread Thomas Beck
Hi Antonio,

we're using the Grease Pencil for annotations of course, but also a lot for
drawing over video frames to create effects like that
https://youtu.be/rAhFDMDwzl0?t=263 . So for us, the GP functionality in the
VSE is by no means a by-product but a really useful tool to make video
effects (even if that means that we have to import/export frames a lot).

Concerning the add-ons: I know of a few that use the scene linked grease
pencil strokes (like BLAM), but I would not consider holding back because
of them - they can be easily transformed to use a real GP object.

Cheers,
Thomas



Tom M  schrieb am Do., 6. Apr. 2017 um 21:51 Uhr:

> Grease pencil is also used for modeling - creation of curves and of
> extruded geometry, for retopology and a variety of other modeling tasks.
>
>
> https://docs.blender.org/manual/it/dev/interface/grease_pencil/convert_to_geometry.html
>
> https://www.youtube.com/watch?v=5jk-op-cNTs
>
> https://www.youtube.com/watch?v=qjqoyM5OdVM
>
> I expect its role in modeling to increase over time.
>
> LetterRip
>
> On Thu, Apr 6, 2017 at 11:41 AM,  wrote:
>
> > Hi,
> >
> > As you probably know, we are working to implement new grease pencil
> object
> > and the use of new draw manager and more new gp stuff.
> >
> > Recently, I uploaded a new branch “greasepencil-object” base on
> > “blender2.8” branch to blender.org git server with the code we are
> > working on.
> >
> > Daniel M. Lara (pepeland), Matias Mendiola and I have been thinking in a
> > better workflow and we have found some topics that need a decision. I had
> > some conversation on IRC about them, but I want to share them in the
> > mailing list and get more feedback before take any action:
> >
> >
> > 1) Currently, in 3D view you can create GP strokes at scene or object
> > level. With the new grease pencil object, it not makes sense to have GP
> at
> > scene level and we can remove it.
> >
> > To have GP at scene level only adds complexity to design and make more
> > confuse the use of grease pencil for artists. There is only a concern
> about
> > add-ons that are using grease pencil at scene level, but as Blender 2.8
> > will require a review of current add-ons, we think this is not a big
> issue.
> >
> > Of course, the old files with grease pencil at scene level will be
> > converted to new grease pencil object when they are opened in Blender
> 2.8.
> >
> > 2) Grease pencil has two uses, animation and annotations. Annotations in
> > 3D can be supported by the automatic creation of a GP object (this is the
> > approach of other 3D programs of the market). Besides, the use of GP
> object
> > for annotations adds functionalities as hide, move, scale, rotate,
> > organize, etc.
> >
> > For 2D annotations (Node Editor, VSE, etc.) we can keep a basic
> > functionality, but we will not support new drawing features, only basic
> > support to add notes.
> >
> > The availability to draw animations in different context is a source of
> > misunderstanding for new users. We think to keep the animation workflow
> in
> > the 3D viewport is the way to follow.
> >
> >
> > We would like to hear your opinions and ideas.
> >
> >
> > Best Regards,
> > Antonio Vazquez (antonioya)
> >
> >
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Re: [Bf-committers] Layer Painting for GSOC

2017-03-30 Thread Thomas Beck
Hi Charles,

just speaking for my studio & I don't know if others agree, but what
Andreas does with BPainter is imho pretty much what should be natively in
Blender related to painting tools and workflow - it's great and well
thought out : https://www.youtube.com/user/ndee85/videos So if you want
inspiration and features that we are missing atm, look at BPainter and / or
talk with Andreas. It's amazing and resembles all features we are
desperately missing.

Best regards,
Thomas

Charles Saternos  schrieb am Do., 30. März 2017
um 01:42 Uhr:

> Hey All,
>
> My name is Charles, and I'm interested in contributing to Blender for GSOC.
> Specifically, I'm interested in the multi-layer image painting project.
> I've been a big Blender user for years and love all the cool features added
> throughout Blender's development and during GSOC. It's great to see how far
> texture painting has come in the last few years, I can see the immediate
> benefits of layer painting if this feature were added.
>
> I've already written a first draft of my proposal, but I'd like to add more
> details and get some Blender developer's feedback.
>
> Some work on image layers has already been done in this branch (though it's
> still very experimental): https://github.com/diekev/blender/tree/image_
> layers
>   * It implements multiple layers per image (across all images), blend
> modes, flattening, opacity and ORA format loading/saving. Really the only
> major thing it's missing right now is stability.
>
> My proposal would then cover:
> * Fix the bugs in branch
> * Add some other common features that aren't there yet like
>* Undo
>* Layer masking
>* Layer grouping(?)
>* Other image formats
>
> I'm going to take a bit of time to investigate the branch further, but in
> the meantime, I was wondering if anyone had thoughts or suggestions on this
> proposal. Does it seem like a decent enough chunk of work for GSOC? If not,
> are there any other important features that need to be added to texture
> painting? I'd be happy to come up with more if there aren't any major
> features/issues right now.
>
> To give a bit of info on my background and abilities, I write a lot of low
> level C/C++ code for fun (compilers, debuggers, toy operating systems, 3D
> games with OpenGL), so I have a strong understand of computer architecture
> and how to write clean, efficient code. I've also worked in corporate
> environments and contributed to open source projects in the past, so I
> understand the software development cycle/how to integrate my code into
> another project/how to work independently on a contribution while still
> keeping everyone up to date on what's happening.
>
> Thanks and let me know what you think :)
> Charles Saternos
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Re: [Bf-committers] Blender 101 / workflow project

2017-02-23 Thread Thomas Beck
Hey Campbell,

Welcome back, great to have you on board again!

Cheers, Thomas

On Thu, Feb 23, 2017, 15:32 Julian Eisel  wrote:

> Hey!
>
> This is great! Looking forward to have you on board for new adventures ;)
>
> Cheers,
> - Julian -
>
> On 23 February 2017 at 15:04, Bastien Montagne 
> wrote:
> > Hey Campbell,
> >
> > That’s great news, welcome back! Will be much happy to work with you
> > again. :)
> >
> > Cheers,
> > Bastien
> >
> >
> > Le 23/02/2017 à 14:59, Campbell Barton a écrit :
> >> Hi, after a 7 months away I'm happy to announce I'll be working for
> >> the Blender-Foundation again!
> >> It's work from home, on a per-project basis.
> >>
> >> I'll be focusing on the Blender-101 and work-flow improvements starting
> March.
> >> Also some time on code-review and fixing bugs in UI/workflow related
> >> areas so as not to put too much pressure on existing maintainers.
> >>
> >> Noticed new developers getting involved and 2.8x progress is great to
> see :)
> >>
> >> Regards,
> >> - Campbell
> >> ___
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> >>
> >
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Re: [Bf-committers] Material naming

2016-10-15 Thread Thomas Beck
Hi, I think we got your point.

Bastien recently committed https://developer.blender.org/
rB49c2dbc5dbaefd3a2ff950dbb33e6190885d347e which should restore the 30
characters you previously loved... just a heads up in case you didn't
noticed it.

Best regards,
Thomas

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Telefon: +49 176 2017 9565

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2016-10-15 13:09 GMT+02:00 emcéjé :

> As mixed pipelines does not offer the same possibilities for naming
> conventions, it is necessary to offer a cross-platform method for
> identification.
>
> The current issue is that in 2.78 the old naming possibilities became
> degraded compared to the older ones with reducing possible character
> numbers from 30 to 23.
>
> For a flexible naming many additional variables need characters.
>
> As an example, I use 3 characters for material resolution (like:_4k),
> letters and numbers for colors, variations, etc.; (like: V01_, C01_),
> some characters for different rendering engine versions and so on.
>
>
> With the current degradation I simple cannot use the selection popup
> as the important data cannot be seen anymore because of the menu width
> and the 
>
> To be honest as much I think about this '...' function it became more
> and more a wrong direction on materials. Material naming was the only
> one ever what was organized even by the worst artists I worked. No
> Wood.0001 or Wood.002.
> Even they gave correct names for their materials.
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Re: [Bf-committers] Meeting in about 3 hours

2016-07-10 Thread Thomas Beck
I would love to go back to the old schedule as well. Could not attend one
single meeting from the new schedule. And I agree with Bastien: earlier
would be no problem, later would be 7pm the latest for me.

Greetings, Thomas

Bastien Montagne  schrieb am So., 10. Juli 2016
17:40:

> Would also vote to go back to sunday meetings, for same reasons as
> already exposed in previous mails. Not sure about a 4hours shift, but
> may 2hours sooner (14h Amsterdam time) would work? A bit early for LA
> guys though. :/
>
>
> Le 10/07/2016 à 08:26, Campbell Barton a écrit :
> > While well intended, agree its not working out.
> > Though ~4hrs before or after the regular Sunday meeting time would be
> > much more convenient for me personally (around ~midday or ~8pm NL
> > time).
> >
> > On Sun, Jul 10, 2016 at 1:52 AM, Jonathan Williamson
> >  wrote:
> >> I tend to agree. I really like the 10th meeting each month, simply
> because it’s easier for me, but I have a hard time keeping track of the
> other meetings. I will also echo the concern Ton brought up, which is that
> each meeting seems a bit more silo’d and so there’s less cohesion.
> >>
> >> It was a nice experiment, though :)
> >>
> >> --
> >> Jonathan Williamson
> >>
> >> On July 9, 2016 at 10:50:47 AM, Thomas Dinges (blen...@dingto.org)
> wrote:
> >>
> >> I agree, back to Sunday. I forgot to attend most meetings in the new
> >> schedule, the Sunday thing was easy to remember and schedule.
> >>
> >> Thomas
> >>
> >> Am 09.07.2016 um 17:42 schrieb Martijn Berger:
> >>> Hi,
> >>>
> >>> I could not agree more. Sunday afternoon is not ideal but to me this
> new
> >>> and improved thing is almost impossible.
> >>>
> >>>
> >>> On Sat, Jul 9, 2016 at 5:37 PM, Sergey Sharybin 
> >>> wrote:
> >>>
>  Hi,
> 
>  Personally i think Sundays were working much better -- more
> predictable
>  schedule, more predicable who's attending those meetings.
> 
>  Only unfortunate is that it is hassle for Campbell since 16:00 in
> A-dam is
>  like 2:00 in the night. We might try finding better time during Sunday
>  perhaps?
> 
>  On Sat, Jul 9, 2016 at 3:49 PM, Ton Roosendaal 
> wrote:
> 
> > Hi all,
> >
> > The thrice-monthly cycle starts again with a LA 10 AM meeting.
> > For your time, check https://blendercoders.xyz/
> >
> > I would like to review this schedule. And either confirm it, or
> decide on
> > another scheme this month.
> >
> > There is mixed experiences with the new meeting cycle. Several
> meetings
> > even never happened. I miss the continuity, each meeting now is like
> an
> > independent gathering of people - making the decision procedure
> fuzzy and
> > not facilitating progress much.
> >
> > The meetings were also split to reach out to people in American and
> Asian
> > timezones. I've only seen minimal results of that.
> >
> > In my opinion the old (Sunday 16h) schedule functioned much better.
> Even
> > though it's not a nice time for the Americas or Asia, at least you
> always
> > knew that there was a weekly review of topics, a weekly check on
> progress
> > and planning, a weekly minutes, and a weekly moment you could attend
> to
> > speak up.
> >
> > What do you guys think, any better idea? Back to Sundays?
> >
> > Thanks,
> >
> > -Ton-
> >
> > 
> > Ton Roosendaal - t...@blender.org - www.blender.org
> > Chairman Blender Foundation, Producer Blender Institute
> > Support us - join blender.cloud or Blender Dev Fund.
> >
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> 
>  --
>  With best regards, Sergey Sharybin
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Re: [Bf-committers] Suggested removal of noise modeling tool

2016-05-04 Thread Thomas Beck
Hi guys,

completely agree with you about this tool (same here Alberto) - it feels
clumsy and is not too helpful today. I created a patch that will remove it
https://developer.blender.org/D1968 and agreed with Campbell on applying it
in the 2.8 development cycle. It doesn't hurt anyone to have it still in
there for 2.78 and will break some tutorials made in 2006 if we remove it
right now. So - we will remove it for 2.8, thanks for making us aware!

Cheers, Thomas

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Handbuch" 

2016-05-04 12:09 GMT+02:00 Alberto Torres :

> As a Blender modeller for 10+ years, I didn't even know that feature
> existed. For quick destructive noise I use the proportional edit tool with
> random falloff (not quite the same though), otherwise displace modifier
> covers all cases.
>
> Cheers
>
>
> On Wed, May 4, 2016 at 11:52 AM, Pablo Vazquez  wrote:
>
> > Agree that Noise is quite an old and limited feature (you need to have a
> > texture assigned, only would use the first slot, destructive), and that
> the
> > Displace modifier does a much better job being non-destructive and
> > flexible.
> >
> > +1 for removal in 2.8
> >
> > What do modelers and Mesh module owners think about this?
> >
> > Pablo
> >
> >
> > On Sat, Apr 30, 2016 at 6:32 PM, Aaron Carlisle 
> > wrote:
> >
> > > I suggest that the noise tool be removed. Since being added there have
> > been
> > > better ways to accomplish this,
> > > for example, the displace modifier and randomize tool. Both of these
> > > provide a better workflow and options
> > > than the original tool, making it obsolete to the point that nobody
> > > probably uses it anymore.
> > >
> > > Do other people think that this would be a good idea?
> > >
> > > BTW the documentation can be found here:
> > >
> > >
> >
> https://www.blender.org/manual/modeling/meshes/editing/deforming/noise.html
> > >
> > >
> > >
> > >
> > > - Aaron
> > > ___
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> > > Bf-committers@blender.org
> > > https://lists.blender.org/mailman/listinfo/bf-committers
> > >
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Re: [Bf-committers] GSoC 2016: Finish multi-camera reconstruction

2016-03-03 Thread Thomas Beck
Hi Matthias,

as we use the Blender camera tracker pretty often in our projects, we'll
follow this GSOC closely. One feature that we were really missing
(especially in long shots with many easily distinguishable tracking points)
is the possibility to automatically track our footage. It should work in a
similar fashion as "throw in markers every frame automatically so you get a
good coverage, track those until they get lost, erase the obviously
erroneous markers, solve it". We talked with Keir at Bconf 2014 and he said
there is smth. was planned by Sergey and him. So maybe this could be a
(side-) project as well...

Best regards,
Thomas



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2016-03-03 16:57 GMT+01:00 Jed :

> Matthias Fauconneau wrote
> > I am not sure how the interest in Blender VFX is these days, maybe
> > there are some other features users are looking forward too.
>
> I haven't been following development closely so this may already have been
> implemented, but last time I checked one of the big features missing from
> Blender's tracker was the ability to use known 3D points to constrain its
> solves. There's a good chance productions using witness cameras to improve
> their solves will also be doing set surveys, whether that's with a tape
> measure, total station, or lidar; so the ability to utilize that geometry
> data would be very valuable.
>
>
>
>
> --
> View this message in context:
> http://blender.45788.x6.nabble.com/GSoC-2016-Finish-multi-camera-reconstruction-tp147565p147619.html
> Sent from the Bf-committers mailing list archive at Nabble.com.
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Re: [Bf-committers] About groups and object deletion in 2.77

2016-02-21 Thread Thomas Beck
Hi Bastien,

as stated earlier while talking to you in IRC, I'm definitely for your last
proposal - delete the object from the group if it is not used anymore in
the scene. I think the current behaviour (deleting an object but still
having it in a group) is hardly understandable from a user perspective
(even tough it is consistent when you imagine that the assignment to a
group is raising the user count). Indeed I would never have contacted you
if one of my collegues would not have told me that he found a bug with
groups (exactly the new behaviour!).

So let's not change the deletion behaviour for this version and stick to
the expected one...and I'm all in for a good group dev sprint when the time
is right ;)

All the best,
Thomas


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2016-02-21 17:22 GMT+01:00 Bastien Montagne :

> Hi people,
>
> So, a recent report [1] raised the topic of how deleting objects should
> (or not) remove them from their groups.
>
> The 2.76 and previous behavior was (usually) to remove objects from
> their groups once they were deleted from all user scenes.
> However, this behavior was broken in some cases (the 'user_one' ID
> issue, same as with images used in both textures and ImageEditor
> e.g., depending on order of assignments images becomes unremovable…).
>
> In 2.77 a fix was made to our handling of those 'user_one' ID usages,
> previous 'special behaviors' of those corner cases shall no more
> exist, and usercount should always remain consistent.
>
> Now, this unfold an issue with object deletion and groups: since
> 'user_one' usage is no more 'lost' when deleting the object, it does not
> desappear
> anymore from its groups - so you get an unreachable object still
> presents in all groups instantiations, which is obviously bad.
>
> This kind of enlight our poor managing of objects & groups imho, but for
> 2.77 I would propose to simply add explicit removal
> of object from all groups uppon deletion (provided said object is used
> by no scene anymore). That way we avoid changing
> behavior for users, and at least code also clearly reflects expected
> behavior.
>
> Later we can decide what tools we want to manage objects in groups, and
> add them. ;)
>
> [1] https://developer.blender.org/T47482
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Re: [Bf-committers] VSE movie and other improvements

2016-02-08 Thread Thomas Beck
Hi Sybren,

that was exactly what I thought. Btw., I don't see why we should make yet
another VSE starter video.. there are already great ones for beginners -
and even complete VSE series that are now (with 2.77 approaching) still
very good (f.e.
https://www.youtube.com/watch?v=UEIkIrYQYYY=PLjyuVPBuorqIhlqZtoIvnAVQ3x18sNev4
).
I think it's more about directing possible users to existing ones and not
so much about making new stuff.

Best regards, Thomas



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2016-02-08 13:56 GMT+01:00 Sybren A. Stüvel :

> On Sat, Feb 06, 2016 at 10:23:24PM +0100, Knapp wrote:
> > Finally got my new video sequence editor tutorial done! I was going
> > for 5 minutes but ended up with 12:14 minutes. Hope you like it!
> >
> > https://www.youtube.com/watch?v=ciwF82rHOwM
>
> The tutorial seems nice. However, why is your head all squished? If I
> didn't know you, I would stop viewing your video as soon as I saw
> that. Personally, I wouldn't trust a tutorial on video editing when
> the creator of that tutorial can't get his aspect ratios correct.
>
> Another thing that may come in handy is a little "table of contents"
> in the video description. You can then list the topics in your video,
> along with a link to the time in the video. That way people can easily
> navigate the video, and head to the part they find most interesting.
>
> Cheers!
> --
> Sybren A. Stüvel
>
> http://stuvelfoto.nl/
> http://stuvel.eu/
>
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Re: [Bf-committers] VSE movie and other improvements

2016-01-08 Thread Thomas Beck
Hi Joshua,

I saw that you already committed a "fix" for the missing "frame rate
update" on import. This may be great for first time users and even great
when you only have one strip to import, but in our massive VSE projects
here at Plasmasolutions it really raises our error level. In every VSE
project (40GB data / 120 clips on average) we have many different frame
rates because some strips are meant to "just play as is" others are meant
to be slow motion clips and so on. Your option makes it so that all our
slowmo clips cause Blender to change the frame rate - which is catastrophic
as this causes aligned audio strips to overlap even when the scene frame
rate is reset to the original value (just happened to us).

Even disabling this option in the file browser is only a temporary solution
as the option is lost on a Blender restart and not easy to unset per
default in all PCs at our studio. If it "has" to be an option then it would
be much better to have it in the user prefs where we could globally disable
it.

I'll be on IRC later on...

CU Thomas

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2016-01-08 8:58 GMT+01:00 Sybren A. Stüvel :

> On Fri, Jan 08, 2016 at 04:52:23PM +1300, Joshua Leung wrote:
> > 1) Add a "Fit to Frame" for images, instead of only "stretch to fit"
> > or "crop"
>
> This would be great. We might even have a longer list of possible
> options, similar to what's offered when setting a desktop background.
>
> > Since you're dealing with a lot of these images, and not all of them
> > are horizontal or vertical only, it's much more of a pain to have to
> > deal with Transform strips to get things in order, while "stretch to
> > fit" is really ugly  (imagine, portrait photos, stretched out to be
> > short and wide).
>
> There is a strip option already that prevents this, so you don't need
> a transform strip here. However, it's not really clear that this is
> its effect, and it's only a boolean (i.e. not a choice between all the
> options you might want to have).
>
>
> --
> Sybren A. Stüvel
>
> http://stuvelfoto.nl/
> http://stuvel.eu/
>
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Re: [Bf-committers] OpenSubdiv status

2015-08-06 Thread Thomas Beck
Hi Sergey,

what should I say: Amazing work as always!

To ease the pain of compiling OpenSubdiv for Ubuntu (Debian) I added
OpenSubdiv support to our build_deps.sh script. You can find it here
https://developer.blender.org/D1452

Build options  the actual version we'd like to rely on are not final -
just tell me what you need there... I'll be available in IRC today, maybe
we'll meet later...

This is just to give you a heads up, so you can concentrate on more
important stuff than fiddling with shell scripts ;)

Many greetings,
Thomas


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2015-08-05 20:18 GMT+02:00 Jeffrey italic.rendezv...@gmail.com:

 Those must be the issues I've run into. Thanks, Sergey!

 On 08/05/2015 10:28 AM, Sergey Sharybin wrote:
  Hey everyone,
 
  Just another quick update.
 
  OpenSubdiv is now enabled by default and i've just poked buildbots to
  deliver latest builds.
 
  There are some last-minute issues appeared, most of them i've fixed. Two
  remained ones:
 
  - Selection is quite slow, workaround is to go to user Preferences -
  System and switch selection mode to OpenGL occlusion
  - Ordering in the OpenSubdiv C-API is not always happening correct,
 causing
  crashes :( No workaround :'( i'll try to fix it before going to Siggraph.
 
  Thanks it for now, catch you next time!
 
  On Wed, Aug 5, 2015 at 9:44 AM, Sergey Sharybin sergey@gmail.com
  wrote:
 
  Hahah! Thanks guys for such a positive feedback!
 
  OpenSubdiv is becoming official feature, so sure enough all the bugs you
  ever encounter are to be reported to regular bug tracker at
  developer.blender.org.
 
  P.S. Some bugs might be considered a TODOs. But those will be listed in
  the wiki page.
 
  On Wed, Aug 5, 2015 at 7:20 AM, Marc Dion marcdion1...@gmail.com
 wrote:
 
  quoteHow is it that you can work on such difficult projects at the
 same
  time and
  get them done?? (Cycles, kernel split, depsgraph refractor,
  opensubdiv...)quote
 
  Sergey's organic signal processor does appear to be well ordered and
 quite
  noise free. :)
 
  On Tue, Aug 4, 2015 at 12:43 PM, Jacob Merrill 
  blueprintrand...@gmail.com
  wrote:
 
  Thanks for all your hard work!
  You make the blend go round :)
  On Aug 4, 2015 9:39 AM, Jeffrey italic.rendezv...@gmail.com
 wrote:
 
  And a big thank you from me, as well! Is there a particular place you
  want us to file reports or just on the bug tracker like normal?
 
  On 08/04/2015 05:56 AM, Johnny Matthews wrote:
  I think David sums it up well. Sergey, once again great work.
 
  And to all the developers who have been busting their tails on
  Blender
  these last few years, you have gone so far beyond anyone's
  expectations.
  Thank you all!
 
  Johnny Matthews
  johnny.matth...@gmail.com
 
  On Tue, Aug 4, 2015 at 7:50 AM David Fenner d4vidfen...@gmail.com
  wrote:
  Sergey... you rock. Simple as that.
 
  How is it that you can work on such difficult projects at the same
  time
  and
  get them done?? (Cycles, kernel split, depsgraph refractor,
  opensubdiv...)
  Congratulations for being such an awesome, smart and hardworking
  brain.
  2015-08-04 8:18 GMT-04:00 Sergey Sharybin sergey@gmail.com:
 
  Hey everyone,
 
  Just wanted to give a quick update on OpenSubdiv project.
 
  It is becoming quite close to the point when we can enable it for
  the
  buildbot builds. Mainly only technical TODOs are remained:
 
  * Update OpenSubdiv library on the platforms (some crucial for us
  fixes
  were merged to upstream, meaning we can now switch from my branch
  to
  official OpenSubdiv repo).
  * Make sure Blender is still compilable with OpenSubdiv enabled
  with
  CMake
  and SCons.
  * Enable OpenSubdiv and enjoy.
 
  Surely there are some known limitations which we can't easily
  solve
  from
  our side, but OpenSubdiv team is helping us a lot  making the
  stoppers
  solved for us. Since OpenSubdiv became a modifier option now it
  should
  be
  pretty safe (in terms, there should be no regressions for existing
  files
  for until OpenSubdiv is explicitly enabled for some objects).
 
  So in the next couple of days i'll be solving this last stoppers
  and
  will
  enable OpenSubdiv around Thursday.
 
  I also started to update documentation which i started working on
  like
  an
  year ago or so [1]. Still some work is needed on that page, but
  think
  majority of the information is in there.
 
  [1] http://wiki.blender.org/index.php/User:Nazg-gul/OpenSubdiv
 
  --
  With best regards, Sergey Sharybin
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Re: [Bf-committers] Luminance patches

2015-02-17 Thread Thomas Beck
Hi Antony,

I'm for fix it properly by breaking old files slightly. I (the artists
around me agree) prefer to let old files break (in terms of color
correction) when we get a working color pipeline with correct formulas in
exchange for it. I would really not like to see a wrong behavior carried on
endless times just to be compatible to infinity and beyond ;) .

Greetings, Thomas

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2015-02-17 19:42 GMT+01:00 Antony Riakiotakis kal...@gmail.com:

 Hi,

 We have quite a few functions to select luminance in our code.

 Recently there were two patches to cleanup things.

 https://developer.blender.org/D1082

 https://developer.blender.org/D517

 Seeing how developers still use any of the two in the code and how
 there's really one correct formula for this it might be good to make
 some decision about this.

 Choises are - either we change this and break old files slightly or we
 keep it and we have wrong histograms, tools and compatibility with
 color management pipeline.

 I am curious about what coders and artists think about the change
 since it will influence both.
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Re: [Bf-committers] Regarding: Cycles support for specular color in solid shading mode

2014-12-02 Thread Thomas Beck
Mikhail,

First of all, I find your harsh tone inappropriate ...you chosen the
second worst possible solution. When I read your mails I always think we
have to defend ourself... that is not of any use.

On the topic:
- We are speaking of the default (no) material spec - what's the big deal
with it? When you got no material set up and it's looking exactly as in BI
- what's the problem then? That it looked differently before?
- An additional parameter and an if-clause with a multiplication should not
be considered as complicated. So we should focus here on real issues with
the current solution and not on programming.
- For me and my co-worker is the current solution fine - when we need a
specless material we create a default one that we're saving with our
startup blend and use that on all our models - Blender is very flexible
here and easy to customize.

Many greetings, Thomas

2014-12-02 12:06 GMT+01:00 Mikhail Rachinskiy wellmader...@gmail.com:

 We have three solutions:
 1. Leave it as is
 2. Introduce an extra factor (as you did)
 3. Make BI default intensity equal to 1, which will unify colors between BI
 and Cycles, and then just darken default RGB values (which is the only
 logical and simple solution which does not break compatibility)

 Your solution leads to more complicated code and supports ridiculous way to
 manipulate colors by additional factors instead by colors themselves.


 --
 Regards,
 Mikhail Rachinskiy
 jewelcourses.com
 rachinskiy.com

 On Tue, Dec 2, 2014 at 2:17 PM, Antony Riakiotakis kal...@gmail.com
 wrote:

  If we have two solutions only then the second worst is the best, right?
  right?
 
  Ahem
 
  Most people (OK, that is two out of three admittedly :p) seem to agree
 that
  the result is too bright and that extra controls are redundant.
 
  In that case it makes sense to just dim the default material - the only
 one
  users have no control over - and leave manual specularity control through
  the color widget for the rest.
 
  I'm going to leave this as is from now and see how others like it.
 
  On 2 December 2014 at 02:30, Mikhail Rachinskiy wellmader...@gmail.com
  wrote:
 
   Hi Antony,
  
  
 https://developer.blender.org/rB4ee53074aa951c42b0fb0899cd6376d124992304
   OK, you chosen the second worst possible solution for this issue.
  
   Would you also introduce new factor for default Cycles material?
  
   --
   Regards,
   Mikhail Rachinskiy
   jewelcourses.com
   rachinskiy.com
  
   On Mon, Dec 1, 2014 at 3:19 PM, Mikhail Rachinskiy 
  wellmader...@gmail.com
   
   wrote:
  
Or we can make default intensity value for BI materials equal to 1 to
   make
materials look similar between BI and Cycles, after that we can lower
default Diffuse and Specular RGB values for both BI and Cycles.
   
I thinks it is the best possible solution which will not affect old
materials and does not require additional factors.
   
   
--
Regards,
Mikhail Rachinskiy
   
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Re: [Bf-committers] Candidates for 2.72a release

2014-10-13 Thread Thomas Beck
Hi Bastian,

my commit fixes a wrong translation and is therefore altering the
translation strings - is that allowed for the 'a' revision?

Greetings, Thomas

2014-10-13 15:12 GMT+02:00 Bastien Montagne montagn...@wanadoo.fr:

 rB4eadc3801acda48e4c81c4417a11c11cf050cc21 Should be OK, we already have a
 bunch of other usages of Emit string, so it should be translated fine
 here too.

 Le 13/10/2014 15:07, Sergey Sharybin a écrit :
  Those are not to be included:
 
  rBdc1ca0c94f16cebfc4c3ac0305af6ccdecb9bf4b
  rB939fa6759c5d6e72fa4ef8c9d10075488f4d7666
 
  This one i'd want a confirmation from translation
  team rB4eadc3801acda48e4c81c4417a11c11cf050cc21
 
  On Mon, Oct 13, 2014 at 2:47 PM, Campbell Barton ideasma...@gmail.com
  wrote:
 
  Just went over commits since 2.72, and made a list of possible
  candidates for inclusion,
 
https://developer.blender.org/project/view/38/
 
  Commits are from:
 
  - Antony Riakiotakis
  - Bastien Montagne
  - Benoit Bolsee
  - Campbell Barton
  - Daniel Genrich
  - Greg Zaal
  - Sergey Sharybin
  - Tamito Kajiyama
  - Thomas Beck
  - Thomas Dinges
 
  If you're on this list please check the  to see if your changes should
  be included.
 
  --
  - Campbell
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Re: [Bf-committers] Shader list consistency

2014-06-25 Thread Thomas Beck
I would vote for an alphabetic order everywhere. As the commonly used
nodes are heavily depending on the habits of the user and the use case,
there should be no promoted nodes. Personally I am using the search
menu often to circumvent the hazzle with the node order.

Cheers, Thomas


2014-06-25 9:56 GMT+02:00 gandalf3 zzyx...@gmail.com:

 The order of shader nodes in the add shader menu is not consistent
 between the node editor and the properties editor, and even seems to
 change from version to version.
 See http://blender.stackexchange.com/q/13376/599 for some reasons why
 this can be annoying.

 I personally like how the nodes are (kind of) sorted by most commonly
 used in the node editor menu, which ensures common nodes like glossy and
 diffuse can be added by pressing the first letter in their names (in
 this case, G or D).
 It's also nice having super common nodes like mix and add at the top,
 right next to the cursor.

 However, commonly used will probably change from user to user (e.g. I
 personally would say glass is more commonly used than refraction, yet
 refraction is above glass in the menu). Plus it is probably not the most
 intuitive sorting order to new users.

 Maybe separating the add and mix nodes and sorting the rest alpha
 alphabetically (mockup: http://pasteall.org/pic/73077) could work well,
 but T no longer gives a transparent node.. :/

 Any thoughts on this?

 --
 -gandalf3

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Re: [Bf-committers] Improving the 2D stabilization tool

2014-06-04 Thread Thomas Beck
Hi Herman,

I really like your ideas that you're pushing forward. I read your
explanations on the github page and have to say that I found the current
stabilization sometimes frustrating too. As it was more or less a plus on
our projects I didn't care that much though.

To continue with your voyage, consider to subscribe to the BF-VFX list
http://lists.blender.org/mailman/listinfo/bf-vfx - there you can get much
more focussed reviews - feature wise. If you need testers then just poke
there. And be in IRC #blendercoders to ask f.e. Sergey directly - he's in
charge for our motion tracking area...

Cheers, Thomas


2014-06-02 7:27 GMT+02:00 Ichthyostega p...@ichthyostega.de:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1



 Hello all,

 while working with some video footage, I ran into problems using the 2D
 stabilisation component of blender. While the basic tracking mechanism
 works
 like a charm, I found it surprisingly difficult to get the desired
 stabilisation
 result -- in fact to get any decent result at all, especially
 when the situation to track is more complicated, i.e. involves travelling,
 panning and perspective movements.

 Well, I ended up looking into the code -- and now I've reworked part of
 that component and resolved all the (from a users POV confusing) issues.

 Consider what I've done as a proposal and base for discussion;
 as usual with graphics, this superficially simple topic turns out to
 be quite intricate at closer investigation -- thus I really hope to
 get into a discussion how this part of Blender can be improved and
 what fits the user's needs. Also I'd need some help for completing
 the integration of my changes, especially with compositing nodes
 and animation.


 Please bear with me -- I am rather new to blender, and to the
 code base and development process. Could you please point me into
 the right direction how to continue with such a contribution?

 You can find my code as a branch on top of current master

 https://github.com/Ichthyostega/blender.git

 Branch: stabilizer_rework

 (note: you might want to skip the [private]... commits at
 start of the branch; I am building on Debian-stable



 I've written some notes (daft version) to the github wiki:

 https://github.com/Ichthyostega/Blender/wiki



 In the same github repo, there is a branch stabilizer_demo
 It contains a blend file to check out my new features.



 Hermann Voßeler
 (aka Ichthyostega)






 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.12 (GNU/Linux)
 Comment: Using GnuPG with Icedove - http://www.enigmail.net/

 iEYEARECAAYFAlOMC1gACgkQZbZrB6HelLKXcACeI4rGc8SACFNC6kMiu2MhaVj2
 S8kAoO4EL1B1rVlqZWvo90/9wFjkBD3f
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Re: [Bf-committers] New Modifier : Morph Target

2014-05-27 Thread Thomas Beck
Hi Jakub,


as you know I wrote you from time to time asking how the modifier is coming
along... I really think that the combination of your work and Kursads is
pushing Blenders limits further! I see the Morph modifier mainly for
Motion Graphics where you often want to transform one object into another
so I can only encourage you to keep on writing your mod...

Kursad maybe you both could connect on IRC and talk a bit about synergies
between your two ideas. I will take a look at your modifiers current state
this weekend.

Many greetings, Thomas


2014-05-27 18:39 GMT+02:00 patrick boelens p_boel...@msn.com:

 After thinking about this for a bit I think the main strength of this
 modifier would come from it's arbitrary topology mapping. Others have
 brought up subdivided - low-res mappings and vice versa, which would be a
 big first step in this.

 After that - and perhaps I'm thinking way outside the scope here - it
 would be amazing if we could morph even something as simple as a subdivided
 plane into a face e.g. (I'm thinking projection along (an) axis now).

 At that point I think there would be more than enough differences to and
 advantages over shapekeys for it to warrant its own modifier hands-down.
 For me personally the one-on-one mapping of vertex positions would seem
 like the biggest workflow challenge this modifier doesn't yet solve, and is
 what keeps me slightly wary of this being a modifier that adds an extra
 layer of complexity for relatively little gain. If all we want to achieve
 is shapekeys in the modifier stack, I would probably vote for just that: a
 shapekeys modifier that simply can't be placed below topology-changing
 (adding or removing) modifiers in the stack.

 Just my $0.02,
 Patrick

  Date: Tue, 27 May 2014 18:13:14 +0200
  From: j.zol...@allblue.pl
  To: bf-committers@blender.org
  Subject: Re: [Bf-committers] New Modifier : Morph Target
 
  Hi,
 
  As you probably remember 1 year ago I was working on my own version of
  Morph
  Modifier (
 http://blenderartists.org/forum/showthread.php?289299-Morph-Modifier
  but because of a lack of time never got a chance to rewrite it to
  implementable version. Recently (actually week ago) I started sorting my
  code a little bit. If you are not in a hurry I will be able to
  present some patches soon.
 
  As I remember functionality was very remotely duplicated and I am not
  sure if my modifier would be ever good enough for actual
  implementation, but I would appreciate a week or two to be able to
  compare.
 
  Cheers,
 
  On Tue, 27 May 2014 10:20:08 -0500
  k k kkml...@yandex.com wrote:
 
   Juan
  
   The idea is  a bit like displacement modifiier in the context of
   using with subdivision modifier. Instead of using a texture map for
   positions, we will use an actual higher res mesh to morph to. For
   example this can be very useful for animating a low res character
   then applying highres details from a mesh, instead of using a
   displacement maps. In that respect the results will be much more
   precise which can be effectively used for places where mesh precision
   is important (ie landscapes, character interaction) and the final
   look wont be an approximation like displacement would produce. I have
   not tried it but I do not think that we have vector displacements atm.
  
  
   Pose space, sounds good :)
  
   cheers
  
  
  
  
   27.05.2014, 08:05, Juan Pablo Bouza jpbo...@hotmail.com:
Cool Kursad!
   
Yes, in the procedure I'm thinking of, the subdivision level /
vertex count of the subsurf modifier that is before MTM should be
fixed. Then you could apply  a second subsurf modifier after MTM.
   
Well, anyway I think you should concentrate on getting the pose
space working first!! :D
   
Cheers!
 From: zan...@gmail.com
 Date: Tue, 27 May 2014 00:24:33 -0600
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] New Modifier : Morph Target
   
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Re: [Bf-committers] bake-cycles merged in master

2014-05-03 Thread Thomas Beck
Hi Dalai,
as I wrote on several platforms now: Awesome work and incredibly useful for
my work! Will test that extensively in the coming weeks...

One thing is hindering my workflow though (generally, not Cycles baking
fault): You always have to select the image datablock in the UV/Image
editor whenever you want to see the baking result (because selecting a
texture node is not changing the associated texture automatically). I
disliked the functionality right from the start (I know Andrew, we
introduced it on your request)... but it is even more apparent now that we
have baking in trunk and need to select many objects one after another to
see the result. It would be much more clear to the user when we would
automatically change the UV/Image whenever we select an image texture node
- what is to be said against that? ... What do you guys think-should we
open up a UI topic for this on b.d.o?

Other than that - thanks so much for your work!
Many greetings, Thomas


2014-05-03 12:45 GMT+02:00 Dalai Felinto dfeli...@gmail.com:

 Dear all,
 Just a note to say that the bake-cycles branch is fully merged in master.

 I split the commits in 3 categories:
  1. Blender core new utility functions, independent of baking,
 separate commits (BLI_, IMB_, ...).
  2. Bake API - generic API structure to be implemented by interested
 external render engines
  3. Cycles Baking - Cycles implementation of baking, independent of Blender

 Since I did a lot of squashing and I forgot to reset the date of the
 commits,the emails in bf-cvs show them in a strange order. git log
 shows them as intended, regardless of the commit timestamp, so we
 should be fine.

 I still need to include Cycles baking in the release logs for 2.72,
 but the documentation is online:
 http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake

 If someone needs help to integrate an external engine (LuxRender, ...)
  with the Baking API let me know. The Cycles Baking commit [eec3eab]
 should have all you need though.

 For the records: 56d8aff 198f5e5 97641a0 3312b20 eec3eab :

 * https://developer.blender.org/rB56d8aff
 * https://developer.blender.org/rB198f5e5
 * https://developer.blender.org/rB97641a0
 * https://developer.blender.org/rB3312b20
 * https://developer.blender.org/rBeec3eab

 Thanks everyone for all the help, and thanks for the contributors of
 Blender Development Fund. And let the tests begin.

 [cross posted on bf-gamedev (tests/workflow/usability related replies)
 and bf-committers (other Blender dev related replies)]

 Best regards,
 Dalai
 --
 blendernetwork.org/dalai-felinto
 www.dalaifelinto.com
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Re: [Bf-committers] GSoC 14 Project

2014-03-08 Thread Thomas Beck
Hi Greeshma,

first of all - I don't get the headline? Was that your application for
GSOC? Or your wish for it?

In fact, the functionality you're asking for was different from the
functionality you're referring to in Pencil. But one is sure: The basic
need for this functionality is there too! I think we have to dissect two
use cases here:
1) For preparing animation work and doing quick annotations the current
tool is awesome already - we use it in our studio often and are very
satisfied with it!
2) For doing some motion graphics stuff (like drawing frame by frame and
then exporting it as an image sequence / having it as a seperate render
pass) it could be equally awesome - every bit is there, but it's too
cumbersome to work with. I already talked with Sergey about this feature a
while back - but my lack of time made it impossible to tackle the
implementation. I'll append some information about how and why this second
use case would be useful - and how we are doing it at our studio at the
moment (btw.: we could use AE for it but we love Blender too much to use AE
;) )

Our use case
---
Say we got a video file with an actress in front of a green screen. She
moves her finger to the music and I want to draw the outlines of the finger
as an overlay like on traditional 2d animation. I can do all this perfectly
with the current system (onion mode, strokes persisting only one frame..)
but when it comes to rendering we're almost lost... What we would need is a
GP layer that would contain only the strokes and an alpha mask. Then we
could easily compose them over a footage and alter it when needed.

That's exactly the effect in AE http://youtu.be/rAhFDMDwzl0?t=4m26s

How are we doing it atm
---
We're doing it by stroking with the GP first, then deleting all objects,
assigning this GP Datablock to the scene, set the transparency setting on
the render Tab to transparent and render out an OpenGL animation (that
contains only the drawing) through the camera. Then I import it back into
the compositor and add it to my footage... hope you see how useful it could
be and how cumbersome it is atm - too much importing - exporting to be
quick and easy..

Greetings, Thomas





2014-03-08 4:56 GMT+01:00 Joshua Leung aligor...@gmail.com:

 Hi Sean,

 I have checked that link, and yes, the large proportion of functionality
 present there is available in some form (specifically, try combining Grease
 Pencil sketches in the 3D or Image Editors with the relevant mode in the
 Dopesheet, and with the relevant panels open (to adjust
 layers/colours/etc.) and all of the basic functionality necessary is
 present). Sure, we can't exactly have bitmap fills in the current system,
 but then again, that's starting to encroach on simply being a full-blown 2D
 animation tool for final output. In that case, a dedicated tool is probably
 better suited to the job.

 From the context provided in the original mail, it sounds to me like
 Greeshma was more interested in the basic case - sketching for motion
 planning - than the full-blown sketch-based 2D animation tool. (Greeshma:
 Correct me if I'm wrong about this :)

 Regards,
 Joshua



 On Sat, Mar 8, 2014 at 4:44 PM, Sean Olson seanol...@gmail.com wrote:

  Joshua, not sure if you clicked his link.  It looks like it's much more
  in-depth than grease pencil.  It's basically a full 2D Animation Suite
  called Pencil.
 
 
 
 
  On Fri, Mar 7, 2014 at 10:24 PM, Joshua Leung aligor...@gmail.com
 wrote:
 
   Hi Greeshma,
  
   We already have the Grease Pencil functionality [1] for this.
  
   Regards,
   Joshua
  
  
   [1]
  
 
 http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Sketching
  
  
   On Sat, Mar 8, 2014 at 4:11 PM, greeshma greeshmabalaba...@gmail.com
   wrote:
  
Hello everyone,
   
why can't we add a feature like pencil for sketching in the blender
   similar
to http://www.pencil-animation.org/  ...
it would be cool and helpful for budding animators.
   
We can also make UI and basic navigation between projects more
 easy,so
   that
people can work upon different projects simultaneously.
   
   
Greeshma Balabhadra
Sophomore Undergraduate
IIT Guwahati
   
fb.com/greeshma http://facebook.com/greeshma.balabadra
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Re: [Bf-committers] Blender Developer Sneak Peeks in the release logs (2.70 and beyond)

2014-02-25 Thread Thomas Beck
Hi Campbell,

that's right - and done actively... When I see that too much has changed I
even create a new video to address the changes (as I've made with the last
one [#9] on the value input topic). Will add an annotation to the mentioned
video to reflect that too.

Greetings, Thomas


2014-02-24 21:55 GMT+01:00 Campbell Barton ideasma...@gmail.com:

 While this is a good addition, videos can get outdated by changes to
 behavior made just before release.

 For example expression evaluation for numeric transform input is now
 activated with a '=' or '*' key, so now one of the videos shows
 outdated info

 http://www.youtube.com/watch?v=7pOs_AsaKEQ

 Errata/updaets in videos is often resolved with some captions,
 explaining the extra info, to save having to remake the entire video,
 think it could be done in this case.

 On Tue, Feb 25, 2014 at 1:30 AM, Brecht Van Lommel
 brechtvanlom...@pandora.be wrote:
  I think these would be a great addition to the release notes, this is
  fine with me.
 
 
  On Mon, Feb 24, 2014 at 10:28 AM, Thomas Beck
  softw...@plasmasolutions.de wrote:
  Thanks for your encouragement Howard, Paulo  Piotr!
  I will wait one more day and if no one is complaining I'll add a
 section to
  our release logs.
 
  Many greetings, Thomas
 
 
  2014-02-23 22:10 GMT+01:00 Piotr Arłukowicz pio...@inf.ug.edu.pl:
 
  Thomas, I've never seen your videos, they are VERY welcomed and
 valuable
  help for many artists! Thank you!
 
  cheers!
  Piotr
 
 
 
  Piotr Arłukowicz, PhD
  University of Gdańsk, Faculty of Mathematics, Physics and Informatics
  Division of Artificial Intelligence, Wit Stwosz 57, 80-952 Gdańsk,
 room 121
  phone: +48585232125, University home page:
 http://inf.ug.edu.pl/~piotao
  Also: Polish Blender Course: http://polskikursblendera.pl/ [PL]
 
 
  2014-02-23 22:01 GMT+01:00 Paulo José Amaro paul...@gmail.com:
 
   Thomas, your videos are very exciting! I'm always waiting for what's
  next!
   :-D I think both the release notes and your videos are important,
 they
  has
   different content and different approach. Both should be presented at
   blender.org.
  
  
   On Sun, Feb 23, 2014 at 5:29 PM, Howard Trickey 
  howard.tric...@gmail.com
   wrote:
  
I like your videos and think they would help people understand the
   features
of the new release as a supplement to the release log, and support
   linking
to them off of that page.
   
   
   
On Sun, Feb 23, 2014 at 1:20 PM, Thomas Beck 
   softw...@plasmasolutions.de
wrote:
   
 Hi friends,

 In short
 --
 Today I'd like to propose smth.: To add a section to our release
 logs
with
 the sneak peek videos for the 2.70 series that I released once a
 week
   for
 every Blender release.

 You can see the playlist for the current version here (every new
   version
 gets a new playlist)

  
 http://www.youtube.com/playlist?list=PLfceNesfWvLUCsnw1DR2Oup8hFw5z6SB2

 The longer story
 --
 My name is Thomas Beck, I'm the head of a small studio called
 Plasmasolutions (therefore the nick) here in Germany. Many of you
  know
   me
 at least from the #bcon13, from IRC and as a #b3d dev.

 I'm teaching, using and hacking in Blender a lot and am pretty
  frequent
in
 touch with the user base. While talking with users I often heard
 that
they
 don't know many of the new features of our releases and that they
  feel
like
 they were taken by surprise when we changed something suddenly
 and
 important for them (but for us maybe not) - they are mostly not
  reading
the
 ML or discussing with us on developer.blender.org.

 So I created a series of videos that show our current development
progress
 every week, give some insight into the development and create
 some
interest
 in new features - and I have to say: The comments are
 overwhelming
positive
 - users feel more as if they were part of the development (I
 know
   that
 they actually are, but they don't felt like that) now and that
 they
   could
 get a feeling for new features now early.
 Apart from that I'd like to give a bit of shine to the
 hardworking
  devs
 that are often forgotten outside the dev universe - so I credit
 as
  much
as
 I can ;)

 Reading through the comments on yt and blenderartists, many are
  asking
   to
 make that the standard way of a release log and that we (devs)
 should
   put
 those sneak peek videos on the www.blender.org page and on the
  release
 notes (maybe as a new features section in companion with cool
 Blend
   files
 that represent the features).

 I absolutely don't think that this should become the standard
 way of
 release logging - I for myself really enjoy reading (and writing)
   release
 logs and have a non-videoish way to look up key combinations and
  ideas

Re: [Bf-committers] Blender Developer Sneak Peeks in the release logs (2.70 and beyond)

2014-02-24 Thread Thomas Beck
Thanks for your encouragement Howard, Paulo  Piotr!
I will wait one more day and if no one is complaining I'll add a section to
our release logs.

Many greetings, Thomas


2014-02-23 22:10 GMT+01:00 Piotr Arłukowicz pio...@inf.ug.edu.pl:

 Thomas, I've never seen your videos, they are VERY welcomed and valuable
 help for many artists! Thank you!

 cheers!
 Piotr



 Piotr Arłukowicz, PhD
 University of Gdańsk, Faculty of Mathematics, Physics and Informatics
 Division of Artificial Intelligence, Wit Stwosz 57, 80-952 Gdańsk, room 121
 phone: +48585232125, University home page: http://inf.ug.edu.pl/~piotao
 Also: Polish Blender Course: http://polskikursblendera.pl/ [PL]


 2014-02-23 22:01 GMT+01:00 Paulo José Amaro paul...@gmail.com:

  Thomas, your videos are very exciting! I'm always waiting for what's
 next!
  :-D I think both the release notes and your videos are important, they
 has
  different content and different approach. Both should be presented at
  blender.org.
 
 
  On Sun, Feb 23, 2014 at 5:29 PM, Howard Trickey 
 howard.tric...@gmail.com
  wrote:
 
   I like your videos and think they would help people understand the
  features
   of the new release as a supplement to the release log, and support
  linking
   to them off of that page.
  
  
  
   On Sun, Feb 23, 2014 at 1:20 PM, Thomas Beck 
  softw...@plasmasolutions.de
   wrote:
  
Hi friends,
   
In short
--
Today I'd like to propose smth.: To add a section to our release logs
   with
the sneak peek videos for the 2.70 series that I released once a week
  for
every Blender release.
   
You can see the playlist for the current version here (every new
  version
gets a new playlist)
   
  http://www.youtube.com/playlist?list=PLfceNesfWvLUCsnw1DR2Oup8hFw5z6SB2
   
The longer story
--
My name is Thomas Beck, I'm the head of a small studio called
Plasmasolutions (therefore the nick) here in Germany. Many of you
 know
  me
at least from the #bcon13, from IRC and as a #b3d dev.
   
I'm teaching, using and hacking in Blender a lot and am pretty
 frequent
   in
touch with the user base. While talking with users I often heard that
   they
don't know many of the new features of our releases and that they
 feel
   like
they were taken by surprise when we changed something suddenly and
important for them (but for us maybe not) - they are mostly not
 reading
   the
ML or discussing with us on developer.blender.org.
   
So I created a series of videos that show our current development
   progress
every week, give some insight into the development and create some
   interest
in new features - and I have to say: The comments are overwhelming
   positive
- users feel more as if they were part of the development (I know
  that
they actually are, but they don't felt like that) now and that they
  could
get a feeling for new features now early.
Apart from that I'd like to give a bit of shine to the hardworking
 devs
that are often forgotten outside the dev universe - so I credit as
 much
   as
I can ;)
   
Reading through the comments on yt and blenderartists, many are
 asking
  to
make that the standard way of a release log and that we (devs) should
  put
those sneak peek videos on the www.blender.org page and on the
 release
notes (maybe as a new features section in companion with cool Blend
  files
that represent the features).
   
I absolutely don't think that this should become the standard way of
release logging - I for myself really enjoy reading (and writing)
  release
logs and have a non-videoish way to look up key combinations and
 ideas
   that
led to the development of a specific feature! But people are lazy
 and I
think we could help them by adding those vids to the logs and maybe
 the
website ;)
   
Ton finds the videos cool and supposed I ask you guys here...so
 what's
   your
opinion about this? Btw.: Bastien is already using a few to light up
  his
dev work.
   
Many greetings ... and go Blender go!
Thomas
   
--
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Design | Development | Training
   
Website: Http://www.plasmasolutions.de 
 http://www.plasmasolutions.de/
  
Blog: Http://blog.plasmasolutions.de 
 http://blog.plasmasolutions.de/
   
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[Bf-committers] Blender Developer Sneak Peeks in the release logs (2.70 and beyond)

2014-02-23 Thread Thomas Beck
Hi friends,

In short
--
Today I'd like to propose smth.: To add a section to our release logs with
the sneak peek videos for the 2.70 series that I released once a week for
every Blender release.

You can see the playlist for the current version here (every new version
gets a new playlist)
http://www.youtube.com/playlist?list=PLfceNesfWvLUCsnw1DR2Oup8hFw5z6SB2

The longer story
--
My name is Thomas Beck, I'm the head of a small studio called
Plasmasolutions (therefore the nick) here in Germany. Many of you know me
at least from the #bcon13, from IRC and as a #b3d dev.

I'm teaching, using and hacking in Blender a lot and am pretty frequent in
touch with the user base. While talking with users I often heard that they
don't know many of the new features of our releases and that they feel like
they were taken by surprise when we changed something suddenly and
important for them (but for us maybe not) - they are mostly not reading the
ML or discussing with us on developer.blender.org.

So I created a series of videos that show our current development progress
every week, give some insight into the development and create some interest
in new features - and I have to say: The comments are overwhelming positive
- users feel more as if they were part of the development (I know that
they actually are, but they don't felt like that) now and that they could
get a feeling for new features now early.
Apart from that I'd like to give a bit of shine to the hardworking devs
that are often forgotten outside the dev universe - so I credit as much as
I can ;)

Reading through the comments on yt and blenderartists, many are asking to
make that the standard way of a release log and that we (devs) should put
those sneak peek videos on the www.blender.org page and on the release
notes (maybe as a new features section in companion with cool Blend files
that represent the features).

I absolutely don't think that this should become the standard way of
release logging - I for myself really enjoy reading (and writing) release
logs and have a non-videoish way to look up key combinations and ideas that
led to the development of a specific feature! But people are lazy and I
think we could help them by adding those vids to the logs and maybe the
website ;)

Ton finds the videos cool and supposed I ask you guys here...so what's your
opinion about this? Btw.: Bastien is already using a few to light up his
dev work.

Many greetings ... and go Blender go!
Thomas

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Re: [Bf-committers] Proposed Noise Modifier

2014-02-16 Thread Thomas Beck
Hi Patrice,

I find your modifier very useful and needed! Every time when we are working
here in the studio with array modifiers we have the same problem:
Randomizing those perfectly aligned clones. We are at the moment using a
tiny little script but we would love to have it on the modifier stack.

I agree with Campell on the other side though that when it comes to
randomizing vertices a displacement modifier is enough (if you could say
that as an artist...we want always more ;)) But as you clearly stated, the
two first options are more or less a by-product of your real work and I
could not see any harm on having a specialized modifier for randomizing
stuff - only possibilities.

I'm looking forward to seeing your work improve and I'm happy that there is
some optimizing efforts going on from Campbell in the displacement mod
(that is awesome btw too).

Good work so far! Will subscribe to the task...




2014-02-16 16:58 GMT+01:00 Patrice Bertrand patrice.bertrand...@gmail.com:

 Hi,
 Keep in mind that the main goal is to add randomness to arrays of objects
 and to dedicated objects, which clearly the displacement modifier will not
 do.  The individual vertices mode is just a simple by-product, like
 while we're at it we could as well shift vertices.   When it comes to
 shifting vertices, clearly, this is very coarse, and displacement+texture
 is far more powerfull and flexible.  But overall I don't think the proposed
 noise modifier is redundant.
 This being said, I did think of adding a 'along normal' option to the
 vertex mode, which would act a tiny bit like a displacement, albeit without
 any of the patterns that textures allow.
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Re: [Bf-committers] [Bf-blender-cvs] [1e09685] master: Commit D31 : Check if the user count needs to be decreased after adding a new BI image texture.

2013-11-25 Thread Thomas Beck
Hi Sergey,

1) I just wanted to make sure that I don't break anything before
committing.. Is it possible to push the code while not having it active
yet?
As I understood it:
- Differential: For a review before a commit
- Manifest: Tasks preparation and Bugs
- Audit: For a review after a commit (when you are sure it does not break
smth. but want to make it aware to other devs)
Is that wrong?

2) I simply didn't know the id_us_min(). Will change that!

Greetings, Thomas


2013/11/25 Sergey Sharybin sergey@gmail.com

 Some comments as well.

 1. Why not use post-push code audit tool at developer.b.o?
 2. Would rather use id_us_min() instead of manual id user decrement.
 Additional checks there helps tracking what's going on when we've got
 user counter errors.

 On Mon, Nov 25, 2013 at 5:43 AM, Campbell Barton ideasma...@gmail.com
 wrote:
  Comments like this are obvious/redundant IMHO,
   Decrease the previous image users count by 1, Assign the new image
  - its very obvious whats being done without any comments.
 
  On Mon, Nov 25, 2013 at 12:07 AM, Thomas Beck nore...@git.blender.org
 wrote:
  Commit: 1e096852bf38f8d7b9bdb93d9a5f1e585b87db05
  Author: Thomas Beck
  Date:   Sun Nov 24 13:54:47 2013 +0100
  http://developer.blender.org/rB1e096852bf38f8d7b9bdb93d9a5f1e585b87db05
 
  Commit D31 : Check if the user count needs to be decreased after adding
 a new BI image texture.
 
  Fixes this problem:
 
  *Go to the Blender (BI) textures tab and open an existing image.
  *Hit on the plus sign next to datablock to create a new image.
  *Complete the creation process and switch back to the first (loaded)
 image.
  - The image user count raises... will raise as often as you hit the
 plus sign
 
  ===
 
  M   source/blender/editors/space_image/image_ops.c
 
  ===
 
  diff --git a/source/blender/editors/space_image/image_ops.c
 b/source/blender/editors/space_image/image_ops.c
  index b7d3407..58d835b 100644
  --- a/source/blender/editors/space_image/image_ops.c
  +++ b/source/blender/editors/space_image/image_ops.c
  @@ -1792,7 +1792,9 @@ static int image_new_exec(bContext *C, wmOperator
 *op)
  else {
  Tex *tex = CTX_data_pointer_get_type(C, texture,
 RNA_Texture).data;
  if (tex  tex-type == TEX_IMAGE) {
  -   tex-ima = ima;
  +   if (tex-ima)
  +   tex-ima-id.us--;  /* Decrease the
 previous image users count by 1 */
  +   tex-ima = ima; /* Assign the
 new image */
  ED_area_tag_redraw(CTX_wm_area(C));
  }
  }
 
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