[Bf-committers] list veiw vs outliner functionality

2015-03-29 Thread Vilem Novak
Hello, 
I just saw one of the feature videos for 2.74.
Listview was extended in particles properties to enable toggles for view and
render. 
list view also got a lot of other features recently, like alphabetical 
sorting, searching e.t.c.

While this kind of features are of course very usefull and everybody is 
gratefull for them, because artists do really need them, there is something 
behind this patch that made me worried about the design part of it. 

The new toggles are there basically so that the user doesn't have to switch 
to modifiers to switch off the particles. As with the other features 
mentioned, the newly added features basically duplicate outliner 
functionality.
 
It's something list view was since the beginning - a small outliner inside 
the property window. 

So the question is, why isn't all this functionality inside the outliner 
window?
Something where you could see modifers, various vertex/edge groups,particle 
systems e.t.c. directly inside the outliner.

Then, the space of the UI would be more optimally used, and there would be 
no need for such workarounds.

Kind regards

Vilem N.
developer of Blender CAM
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[Bf-committers] Particle polygonizer

2014-06-12 Thread Vilem Novak
Hello, 
this is I think the newest implementation - a plugin with a .dll
The person wanted to go on integrating this when OpenVDB stuff gets into 
blender, 
And there is a steady communication in the thread. 
Maybe you could join efforts...

http://blenderartists.org/forum/showthread.php?284678-MSMesherhighlight=
msmesher

from artist point of view, this is a very much missing feature in blender, 
since the SPH fluids simply cannot be rendered, and the volume-based fluids 
with domain are usually too heavy to achieve reasonable results with 
splashes e.t.c.

Also, this could possibly replace metaballs, which are very slow 
currently...

Regards
VIlem
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[Bf-committers] Do drivers have to be blocked as python scripts?

2014-06-06 Thread Vilem Novak

brYes, that would be one way to do it. Perhaps a render appliance.
Well this has some disadvantages, first, larger memory consumption, second,br 
this is possible if you set up your own renderfarm. If you set up your own 
renderfarm, then you don'tbrneed to worry about security from your own files. 
brThis was about projects like Sheep-it, Burp, renderfarm.fi, and then about 
all sorts of commercial renderfarms around the world, brwhich mostly also 
offer blender rendering, but probably all with default blender 
settings.brbrBut this all seems to me like restarting the discussion, which 
allready came to some conclusions.brbr

On Thu, Jun 5, 2014 at 12:29 AM, Daniel Salazar - patazstudio.com 
a href='http://lists.blender.org/mailman/listinfo/bf-committers'zanqdo at 
gmail.com/a wrote:

i That sounds like a VM to me?
/ii Daniel Salazar
/ii patazstudio.com
/ii
/ii
/ii On Thu, Jun 5, 2014 at 1:07 AM, Dahlia Trimble a 
href='http://lists.blender.org/mailman/listinfo/bf-committers'dahliatrimble at 
gmail.com/a
/ii wrote:
/ii  Rather than trying to sandbox python or limit functionality, why not 
just
/ii  sandbox the environment blender is running in? One could set up a 
render
/ii  server which clones a previously set up user with all the necessary
/ii  software installed in the user's path and setroot it so it can't 
touch
/ii  anything outside of it's home directory. Any render scripts could do
/ii  whatever they want and when finished, the user could be archived or
/ii  deleted. No need to worry about any malicious scripts because if they
/ii mess
/ii  anything up it would only be in the temporary user's space and it 
would
/ii be
/ii  deleted once the job is finished.
/ii 
/ii 
/ii  On Wed, Jun 4, 2014 at 11:17 PM, Daniel Salazar - patazstudio.com 
/ii  a 
href='http://lists.blender.org/mailman/listinfo/bf-committers'zanqdo at 
gmail.com/a wrote:
/ii 
/ii  In my experience non techy people will happily ignore the little
/ii  warning we have (happens over and over to my clients and 
coworkers). I
/ii  propose making a blocking popup like this:
/ii 
/ii  This file contains drivers and python scripts that have been 
disabled
/ii  for security reasons.
/ii 
/ii  * Continue with disabled drivers and scripts
/ii  * Reload with enabled drivers and scripts (trusted sources only)
/ii  * Always open files with enabled drivers and scripts (trusted 
sources
/ii only)
/ii 
/ii  This will make it easier for people to understand what's happening 
and
/ii  ensure it can't be ignored.
/ii 
/ii  Daniel Salazar
/ii  patazstudio.com
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[Bf-committers] Do drivers have to be blocked as python scripts?

2014-05-26 Thread Vilem Novak
As an outcome of the discussion, 
I added a point in the wiki TODO, section render:
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Render

Don't render and warn when a driver or pre-render script can't be executed,
a texture is missing,
physics are not baked. Needed e.g. when renderfarms have scripts blocked. 

I am not sure how the wiki todo is handled, if anybody actually reads it and
works on the topics.
With the Phabricator system, not sure if I should-could add some TODO task 
there.

Regards
Vilem
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[Bf-committers] Do drivers have to be blocked as python scripts?

2014-05-25 Thread Vilem Novak
If I understand the outcome of this discussion right:

Sandboxing of python in general isn't functional and is too complicated.

After reading all of the possible solutions, there are 2 which I seem to be 
reasonable:
1.Do not render when some drivers in the scene/linked data can not be 
executed. (wow, how much of my time would that save...)

2.do a primitive, very restrictive check of the expressions(vars, operators,
math funcs.)
This could accompany a warning, that would show when the expression doesn't 
make it through this check - 
'Driver won't execute with scripts disabled' - this would display even when 
scripts ARE enabled, because of the case of sending files to renderfarms or 
sharing them in any other way. I really expect this to be quite rare..

Any of these 2 solutions would be satisfactory in production , I think...

Not to fill the mail list with a long discussion, can I add this as a TODO 
topic somewhere in the wiki?
 By the reaction, I assume this is a topic that really needs some 
solution...

Regards
Vilem
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[Bf-committers] Do drivers have to be blocked as python scripts?

2014-05-23 Thread Vilem Novak
Hello, 
I realize how important is the security when .blend files are distributed, 
but I thought, is there a way to exclude drivers from the relatively new 
strict blocking mechanism?

To me as animator, it caused allready many problems. 
Last is ruining several days of rendertime on a renderfarm which has scripts
blocked(as is by default!). Actually, it happened to me allready several 
times- setting up renders, render nodes, and forgetting about some drivers 
and the new feature.
I realized so far none of the crowd-render farms for blender don't support 
scripts on (sheepit, burp). That it of course a logical choice.

So the idea is - can there be some check to determine if a driver is 
actually a python script? If it's using any commands, and not only numerical
/ logical operators? And then, could such simple drivers be enabled?

It would really save my life very often. Now I have to write a script that 
bakes all drivers before sending file to render farm...

Regards
Vilem
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[Bf-committers] Do drivers have to be blocked as python scripts?

2014-05-23 Thread Vilem Novak
thanks for the reactions.
From the proposed solution I think that most sane solution would be some 
limitation for the one-line expressions, assumably all of those which Joshua
proposed.




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

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




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




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

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




Regards

Vilem



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[Bf-committers] Blender developers meeting, April 20, 2014

2014-04-22 Thread Vilem Novak
Just a note to project list:
http://wiki.blender.org/index.php/Dev:Doc/Projects

Pie menus is allready several releases as a this or next release target.

Fast search through the svn shows no commits to this project in several 
months, is it a real target for 2.72?

Regards,
Vilem
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Re: [Bf-committers] Edge/Face groups proposal

2014-04-11 Thread Vilem Novak
Hello, 
my appologies, the link was broken in the email.

I converted the proposal for the wiki:




http://wiki.blender.org/index.php/Face/Edge_groups_proposal





so it can also be edited by others.

Regards

Vilem.



-- Původní zpráva --
Od: Vilem Novak pildano...@post.cz
Komu: bf-committers@blender.org
Datum: 6. 4. 2014 9:34:11
Předmět: Edge/Face groups proposal

Hello, 
I wrote down a little proposal for edge and face groups. 

I was surprised to not find anything about this topic in the wiki, and also 
not in the GSOC ideas page.




It is now here as a google docs document, can I place it somewhere in the 
wiki?

https://docs.google.com/document/d/11JJjrgp-KXSs7S59502K3KnTO2sGElo1RT3gGDBr
49s/pub
(https://docs.google.com/document/d/11JJjrgp-KXSs7S59502K3KnTO2sGElo1RT3gGDBr49s/pub)






What are the opinions of the core coders, could this be on a todo/ideas list
for the future?




Regards 


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[Bf-committers] Edge/Face groups proposal

2014-04-06 Thread Vilem Novak
Hello, 
I wrote down a little proposal for edge and face groups. 

I was surprised to not find anything about this topic in the wiki, and also 
not in the GSOC ideas page.




It is now here as a google docs document, can I place it somewhere in the 
wiki?

https://docs.google.com/document/d/11JJjrgp-KXSs7S59502K3KnTO2sGElo1RT3gGDBr
49s/pub
(https://docs.google.com/document/d/11JJjrgp-KXSs7S59502K3KnTO2sGElo1RT3gGDBr49s/pub)






What are the opinions of the core coders, could this be on a todo/ideas list
for the future?




Regards 

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[Bf-committers] Blender developer meeting notes, February 9, 2014

2014-02-14 Thread Vilem Novak
Hello, 
regarding proxies, 
it would also be nice if they would work based rather on hierarchy, than on 
a group of linked objects.(not as group as blender type, these work 
different when linked?)
Imagine you add some object to a character, or split some in two, this makes
the scenes where this character is linked outdated, since these don't relink
the new objects?
Usually, it's a good way of organizing a character, to have everything 
eihter paranted to armature object, or to some root empty. 
Also, linking with all children would be in this respect a very usefull 
feature, sometimes selecting all the objects needed can be complicated, 
while this way, only the root object would be linked to get whole character.
Regards
V.
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[Bf-committers] Addressing Vertical Tab Concerns - Followup

2014-02-10 Thread Vilem Novak

span style='font-family: helvetica, arial, sans-serif;'you wrote:/span

span style='font-family: helvetica, arial, sans-serif;'I could only find 
this page, about horizontal tabs:/spanbr

a 
href='http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/UI/December_2010_-_Vilem_Novak'http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/UI/December_2010_-_Vilem_Novak/a

I understand you can't read everything, but this proves you didn't read the 
proposal. There is a section about tool access in this proposal, with several 
other ideas. I really should have done a video. Maybe then I can explain the 
simple math of multiplying the number of tabs that will potentially fit with 
the number of tools each tab can access, and compare it to the number of tools 
that are in blender and should be available through a subspace called toolbar. 

A simple calculation:

Ospan style='font-family: helvetica, arial, sans-serif;'n full HD screen, 
with timeline visible at bottom, and last operator area on a reasonable 
size:/span

10 tabs * 20 buttons= 200. It's not bad, it's much better than it was! And 
really thanks for that.

20 menus with up to 32-40 options = 640-800 -that would be a bit better in my 
opinion.

prespan style='font-family: helvetica, arial, sans-serif;'both of these 
solutions require a 2 click access to any of the available tools and 
approximately same travel path of mouse. With menus, you save the extra space 
on the left. Regarding muscle memory, they are approximately the same, but tabs 
have uneven size. If you happen to resize your window, you start scrolling with 
tabs much sooner(again), which is much heavier than clicking regarding time if 
you measure it. It's a very rough estimate. /spanbr


prea fast script loop over all operators in blender counts 1563 operators, of 
course, a fraction only are tools, but some operators are in the ui more 
times(with different options on call).


So, really, I think tabs are a good improvement, as I allready wrote, and big 
thanks for those, I just think they are not the best solution. 

br

The fact nothing happened with the idea is just because it's not an idea 
everyone immediately thought of brilliant, let's do it, it solves all 
issues. I think we can do better. :)

I sincerely hope so, for many years allready :)

Vilem




-- Původní zpráva --
Od: Vilem Novak pildano...@post.cz
Datum: 10. 2. 2014
Předmět: Addressing Vertical Tab Concerns - Followup

Ok, 
there was a bit of misunderstanding from my side. 
this is from email in this list from JW with a topic called Addressing 
Vertical Tab Concerns:

I have updated my original wiki proposal with a section on *Addressing Tab
Concerns: *
a 
href='http://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/Tab-Interface#UI_Proposal:_Tabbed_Interface_for_Screen_Layouts_and_Toolbar'http://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/Tab-Interface#UI_Proposal:_Tabbed_Interface_for_Screen_Layouts_and_Toolbar/a

If you have any other concerns I'll be happy to do my best to answer them
and add them to the wiki.

I understood it that way that the place to discuss this is actually on the 
wiki. So I wrote my part there. I didn't enter the other discussions.

Regarding 'giving it a rest' - that is what I did 3-4 years ago. That's 
approximately the last time I spent loads of my time thinking and writing 
down ideas in proposals for the UI. When I realised nobody is actually 
reading this stuff, I really gave it a break, not wanting to waste more of 
my time. I now use this developer time to develop addons for blender, 
currently without any connection with the foundation. That's also why I 
didn't search for any other place where the discussion is actually happening
and didn't know about it, I mostly only read mailing lists.
I didn't suggest BF should have more money  or people for this, there are 
allready people perfectly capable of doing such work, but new features often
seem to be of higher priority. 
I considered this as an opportunity to step a bit into the discussion after 
a long time,and of course if there would be actually any reaction, I would 
react and continue drafting things , that's what I consider helping 
regarding design of UI. 
Regards 
Vilem

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[Bf-committers] Addressing Vertical Tab Concerns - Followup

2014-02-10 Thread Vilem Novak
Sorry, sent mail accidentally with html, sending again without:

you wrote:
I could only find this page, about horizontal tabs:
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/UI/December_2010_-_Vilem_Novak

I understand you can't read everything, but this proves you didn't read the 
proposal. There is a section about tool access in this proposal, with several 
other ideas. I really should have done a video. Maybe then I can explain the 
simple math of multiplying the number of tabs that will potentially fit with 
the number of tools each tab can access, and compare it to the number of tools 
that are in blender and should be available through a subspace called toolbar.

 A simple calculation:
On full HD screen, with timeline visible at bottom, and last operator area on a 
reasonable size:

10 tabs * 20 buttons= 200. It's not bad, it's much better than it was! And 
really thanks for that.

20 menus with up to 32-40 options = 640-800 -that would be a bit better in my 
opinion.

both of these solutions require a 2 click access to any of the available tools 
and approximately same travel path of mouse. With menus, you save the extra 
space on the left. Regarding muscle memory, they are approximately the same, 
but tabs have uneven size. If you happen to resize your window, you start 
scrolling with tabs much sooner(again), which is much heavier than clicking 
regarding time if you measure it. It's a very rough estimate. 

a fast script loop over all operators in blender counts 1563 operators, of 
course, a fraction only are tools, but some operators are in the ui more 
times(with different options on call).So, really, I think tabs are a good 
improvement, as I allready wrote, and big thanks for those, I just think they 
are not the best solution. 

The fact nothing happened with the idea is just because it's not an idea 
everyone immediately thought of brilliant, let's do it, it solves all 
issues. I think we can do better. :)

I sincerely hope so, for many years allready :)

Vilem
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[Bf-committers] Addressing Vertical Tab Concerns - Followup

2014-02-09 Thread Vilem Novak
Ok, 
there was a bit of misunderstanding from my side. 
this is from email in this list from JW with a topic called Addressing 
Vertical Tab Concerns:

I have updated my original wiki proposal with a section on *Addressing Tab
Concerns: *
a 
href='http://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/Tab-Interface#UI_Proposal:_Tabbed_Interface_for_Screen_Layouts_and_Toolbar'http://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/Tab-Interface#UI_Proposal:_Tabbed_Interface_for_Screen_Layouts_and_Toolbar/a

If you have any other concerns I'll be happy to do my best to answer them
and add them to the wiki.

I understood it that way that the place to discuss this is actually on the 
wiki. So I wrote my part there. I didn't enter the other discussions.

Regarding 'giving it a rest' - that is what I did 3-4 years ago. That's 
approximately the last time I spent loads of my time thinking and writing 
down ideas in proposals for the UI. When I realised nobody is actually 
reading this stuff, I really gave it a break, not wanting to waste more of 
my time. I now use this developer time to develop addons for blender, 
currently without any connection with the foundation. That's also why I 
didn't search for any other place where the discussion is actually happening
and didn't know about it, I mostly only read mailing lists.
I didn't suggest BF should have more money  or people for this, there are 
allready people perfectly capable of doing such work, but new features often
seem to be of higher priority. 
I considered this as an opportunity to step a bit into the discussion after 
a long time,and of course if there would be actually any reaction, I would 
react and continue drafting things , that's what I consider helping 
regarding design of UI. 
Regards 
Vilem
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[Bf-committers] Addressing Vertical Tab Concerns

2014-01-19 Thread Vilem Novak
Hello, I added to the wiki page a link to  old proposal regarding 2.5 UI. 
I did an carefull analysis which is still valid - I will be glad if you read
it.

I am very thankfull for any work which is done in the direction of solving 
the issues we have with the UI, however I think still there could be put 
efforts into really optimizing UI by making more serious decisions. 
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[Bf-committers] GSoC 2013 - Motion Tracking

2013-04-25 Thread Vilem Novak
As a new media artist, I can't resist to say something:



new media artists and scientists need to find new ways how to use things and
to experiment.

 For this, they rather need an api than an integration which you are 
speaking about... 




The point is, they allready have it.

 I have used blender many times in interactive art - with midi, various 
tracking and motion recognition systems. 

And doing things regarding communication on the blender side was almost 
always the easiest part of the work, 

and it never took more than a few hours to get connected to whatever device.
You can use serial, network, simulate mouse... e.t.c. and I don't think you 
could make it easier, since the use is very different case by case.

So, I think I would recommend you a different project for a whole summer... 
e.g. integrating Leap motion or something similar, if it has to be about 
hardware.

But take this just as an opinion ;)

Vilem
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[Bf-committers] Blender CAM initiative (as in CAD/CAM)

2013-01-15 Thread Vilem Novak
Hello,
I wanted to point (possibly interested) developers to the Blender Computer 
Aided Machining - CAM addon.

It has a homepage here:

http://blendercam.blogspot.cz/p/blender-cam-description.html





It's currently purely Python on the side of Blender, and is using numpy and 
Polygon python libraries. 


It took me several months of work to get to a phase where I use the addon in
my personal artistic work for real machining.

Of course, the addon is GPL.




The reason for starting such initiative was that I didn't find any actually 
well working opensource 3d CAM software

 

I am currently distributing the addon with Blender 2.64 builds - for the 
simple reason that the used libraries won't run with Python 3.3 yet, only 
3.2,

and I guess typical user won't be experienced with all the background stuff 
to be able to compile the libraries self - That's also a reason not to 
include the addon into blender repositories (yet), not to confuse users.




If anybody would be interested in joinging the development, these are the 
tasks which would lead to increase in precision and performance, 

especially when done in C and possibly exposed to the Python addon:

http://blendercam.blogspot.cz/p/todo.html





And I am also looking for testers  ;)




cheers 

Vilem Novak



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[Bf-committers] numpy integration followup

2012-11-23 Thread Vilem Novak

last remarks - 

yesterday I tried again with official blender release and official numpy 
builds on windows, and didn't suceed.

here are some other user's trouble installing numpy:

http://blenderartists.org/forum/showthread.php?246635-Import-numpy-again!-
Mac-OS-X-10-6-8-Blender-2-62

for windows, I ended up digging the right numpy installation from an older 
blender build on my harddrive 

which was allready with numpy.It was a 2.63 build, so probably during the 
2.63 phase numpy really was distributed with blender.

In summary, it's really not easy for a common user to install matching 
python libraries which need building.

So, the conclusion is, numpy can be quite hard to install for casual user, 
where only exception is linux.

I just wanted to make this discussion complete, I understand if there isn't 
time for this.

Cheers

Vilem


-- Původní zpráva --
Od: Vilem Novak pildano...@post.cz
Datum: 21. 11. 2012
Předmět: numpy integration followup


Well today I tested various builds on mac including official release build 
and buildbot build, where none had numpy in it.

On windows I tested the same.


I also tried to build numpy for mac with python 3.3 and 3.2, and both were 
unsuccessfull.(so on mac i didn't get it running at all...)

On windows, installing numpy is a simple task, since it is really bundled 
quite comfortably. 


On ubuntu, its super-simple, as long as you have your machine connected to 
internet.

If not, I cannot imagine how to do that - because you also cannot check if 
you have all the dependencies.





The idea is not only that I as addon developer have to go through some 
trouble to get things running, 


also possible users of the addons using the lib have to do the same, where I
can see this as a very discouraging moment 


for possible users. Blender has a full python in it, but to build numpy(on 
mac), you have to download  install python, download numpy and try to build
it. then you have to copy it and then you can uninstall python again, in the
case you use it only in blender. - which probably most artists do.





Cheers

Vilem



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[Bf-committers] numpy integration followup

2012-11-21 Thread Vilem Novak
Several months ago, 
there was a discussion on this list, where integrating numpy was agreed 
with.
However, it obviously didn't happen, probably due to lack of time on the 
side of platform maintainers.
I am now developing a CAM addon for blender, and numpy would really speed up
a lot of computations and make life easy for many other interesting addons. 
I do not want to make an addon which would depend on many external 
libraries, for obvious reasons. I use myself several platforms on different 
computers and building same python library can be an uneasy task, especially
without an internet connection in my studio(it's hard to believe, but yes, 
there are still computers/houses without internet out there...)
That's why I wanted to ask if there's somebody who would be willing to 
proceed with the plan of numpy integration ...?please :)
Thanks 
Vilem
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[Bf-committers] numpy integration followup

2012-11-21 Thread Vilem Novak

Well today I tested various builds on mac including official release build 
and buildbot build, where none had numpy in it.

On windows I tested the same.


I also tried to build numpy for mac with python 3.3 and 3.2, and both were 
unsuccessfull.(so on mac i didn't get it running at all...)

On windows, installing numpy is a simple task, since it is really bundled 
quite comfortably. 


On ubuntu, its super-simple, as long as you have your machine connected to 
internet.

If not, I cannot imagine how to do that - because you also cannot check if 
you have all the dependencies.





The idea is not only that I as addon developer have to go through some 
trouble to get things running, 


also possible users of the addons using the lib have to do the same, where I
can see this as a very discouraging moment 


for possible users. Blender has a full python in it, but to build numpy(on 
mac), you have to download  install python, download numpy and try to build
it. then you have to copy it and then you can uninstall python again, in the
case you use it only in blender. - which probably most artists do.





Cheers

Vilem
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Re: [Bf-committers] blender UI state

2012-01-30 Thread Vilem Novak
I would like to thank everybody who contributed to the discussion, 
there's clearly visible interest in improving the UI,
 and I consider good proposals for the UI a valuable work for the community.
I apologize for not having really time until today to make myself a big picture,
 read all the mails in the thread and look into the proposals. 

Mindrones, thanks for taking up the task of ordering the ideas on the wiki, so 
much,
and  big thanks to Jorge Rodriguez!

I've also made a proposal some time ago, which is located here:
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/UI/December_2010_-_Vilem_Novak

It proposes some solutions for tabs, scrollability, last operator area, sroll 
areas and a bit more. 
But I saw some very similar ideas are allready on the wikipage you started, 
which made me really happy. 
I really like the problem - possible solutions approach.

Regarding UI decisions - I think there should be a board of advanced users who 
use blender everyday for production,
 who could be contacted by devs for specific questions on which solution of the 
problems to choose. 
 Why advanced users? Optimal workflow is much more important than first 
impression and is what 
makes a long time effect on the size of real user community. If you have a good 
first impression but in
 a few weeks you discover how many things are hard to reach, it's much worse 
than overcoming initial 
confusion with the help of good tutorials and then feel the bliss of having 
your work done effectively and fast. 

Also, the need to compress things together surprises me, as if somebody still 
would think all the blender data can fit in the 
screen. - Of course it can, but then everything can look like the super awesome 
layers button. (I hope the sarkasm is clear 
here). This button, Toggles instead of checkboxes, columns, compressed buttons 
with 2 letters on them - that is still old 
blender style. And as history showed, squishing something together just doesn't 
solve the problem...

So thanks, 
Vilem Novak
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[Bf-committers] blender UI state

2012-01-18 Thread Vilem Novak
Hello, 
about a year ago I wanted to start a discussion about the UI of blender, also 
making some proposals.
While the UI recode project brought some really nice changes, I was very 
surprised that the project somehow stopped somewhere in the middle. In between 
work has been done on issues like antialiasing and some minor details in the 
ui, while the big issues are largely ignored. So I would like to ask what are 
the reasons. Was there no more time or will to finish the UI project? 
Sincerely, I consider blender UI very cluttered and not much more effective on 
the user side. Of course, code - wise the changes are beautifull, allowing so 
much easier integration of scripts and a lot more.
Issues I am talking about are mainly - 
no tabs, endless scrolling and inconsistent height of ui thanks to the folding 
of various panels and even changing the order of the panels(with tablet very 
easily accidental).
last operator area and tool area conflicting - neither one has reasonable 
space, looks like a bad joke and forces you go fullscreen and back all the time.
lots of stuff in the  n-key areas, which basically replace and duplicate 
property window functionality.
right-click menus and preset system are other of the todos of the project I 
remember...

. Of course I appreciate the work of the coders and I see the constant 
improvement also in the UI area, just would like to start at least a little 
discussion about this.
Cheers
Vilem Novak

  
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Re: [Bf-committers] Release targets for 2.62

2011-12-27 Thread Vilem Novak
I can confirm I have tested this and the impact is huge on ati cards.
So if this could make it really in it would be great for some users. 
selection with the old code can take up to a minute if you are in complex 
scene(I always use outliner since some point), and
with this patch the selection is just fine in such scenes.


  Původní zpráva 
 Od: Antony Riakiotakis kal...@gmail.com
 Předmět: Re: [Bf-committers] Release targets for 2.62
 Datum: 21.12.2011 17:10:40
 
 Come to think of it I would also like to add the occlusion query based
 selection. It's not working with depth but it can solve selection
 issues for some users, even in its current state. Is it OK to add this
 in for this release?
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[Bf-committers] reactor particles

2011-11-29 Thread Vilem Novak
Hello, by doing some job, I just realized that reactor particles were removed.
Is it one of the features which accidentally disappeared by the 2.5 merge, or 
were they removed intentionally?
They had very usefull behaviour, so I am wandering why the removal happened.
Cheers, 
Vilem
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Re: [Bf-committers] Asking for help with patch conversion (bas-relief)

2011-09-16 Thread Vilem Novak
Hello, 
I finally found some time today to try to set up a building environment today 
on a work machine, 
but didn't succeed in building the patch, I got similar bugs as Thomas did 
(inline) 
I just want to ask if somebody has maybe a build on a hard drive, since its 
really taking me time and I wont likely be successfull with the building, since 
I never built blender on windows and have no clue what the problems might be.
The patch from Campbell should be valid for revisions before 39941.
Thanks
Vilem
  Původní zpráva 
 Od: Vilem Novak pildano...@post.cz
 Předmět: Re: [Bf-committers] Asking for help with patch conversion 
 (bas-relief)
 Datum: 28.8.2011 17:57:20
 
 Hello, 
 just want to say thanks a lot to all who participated in this, I didn't expect
 such a nice reaction... :)
 I wasn't on internet for a week so I appologize for not reacting on the 
 e-mails.
 
 Regarding the old patch, It did build well, but there probably is some bug
 somewhere(maybe the one which Lucas fixed), since it crashed occasionally.
 Are there any builds of the patch on graphicall?
 thanks a lot
 Vilem.
   Původní zpráva 
  Od: Campbell Barton ideasma...@gmail.com
  Předmět: Re: [Bf-committers] Asking for help with patch conversion
 (bas-relief)
  Datum: 25.8.2011 20:10:52
  
  Somethings wrong if you have to apply manually, did you try my patch
  on trunk? did it build ok?
  
  http://codereview.appspot.com/download/issue4924046_1.diff
  
  On Fri, Aug 26, 2011 at 3:42 AM, Peter K.H. Gragert
  pkhgrag...@gmail.com wrote:
   Oh. even more patches are not done ... have to do them Manually, it seems,
   sorry
   Greets
         Peter
  
   2011/8/25 Peter K.H. Gragert pkhgrag...@gmail.com
  
   Hmm does not help ...
   I think I have to understand where and how NodeBasReliefData should be
   defined ... or found?
   It is NOT in your patch?
   Yes it is, but not done by tortoise SVN ?!!! now included myself  ...
   and a second not done too #define CMP_NODE_BASRELIEF     304
   ;-)
   ... waiting for compilation to finish ... finished ;-)
   Now how to use ... WHERE is the bas_relief to be found ...
  
   Peter
  
   2011/8/25 Lukas Tönne lukas.toe...@googlemail.com
  
   Try including the DNA_node_types.h directly. This should be included
   by the CMP_util.h, don't know why this doesn't work for your compiler
   (other node files do this the same way).
  
   On Thu, Aug 25, 2011 at 2:51 PM, Peter K.H. Gragert
   pkhgrag...@gmail.com wrote:
@Lukas
Your patch is not ok for mingw32-make and cmake
e.g.
   
  
  C:\BlenderSVN\blender\source\blender\nodes\intern\CMP_nodes\CMP_basrelief.c:
In function 'node_composit_exec_basrelief':
   
  
 
 C:\BlenderSVN\blender\source\blender\nodes\intern\CMP_nodes\CMP_basrelief.c:627:4:
error: 'NodeBasReliefData' undeclared (first use
in this function)
   
  
 
 C:\BlenderSVN\blender\source\blender\nodes\intern\CMP_nodes\CMP_basrelief.c:627:4:
note: each undeclared identifier is reported only once for each
 function
   it
appears in
   
  
 
 C:\BlenderSVN\blender\source\blender\nodes\intern\CMP_nodes\CMP_basrelief.c:627:23:
error: 'nbrd' undeclared (first use in this function)
   
  
 
 C:\BlenderSVN\blender\source\blender\nodes\intern\CMP_nodes\CMP_basrelief.c:628:4:
error: ISO C90 forbids mixed declarations and code
   
Greets
    Peter
   
2011/8/25 Lukas Tönne lukas.toe...@googlemail.com
   
Updated patch here (built against svn 39689):
   
http://www.pasteall.org/24281/diff
   
The node definition code has been changed to a set of initializer
functions instead of the previous struct initialization (so you only
have to init the parts you need).
   
Beside that i found a bug with the levels value, this was not
initialized before calculation. I added the levels=0 line for that,
not sure if that is correct though! It seems to work now, but i can't
get much detail in the final image from the z buffer. Let me know if
there are any further problems.
   
Cheers,
Lukas
   
On Wed, Aug 24, 2011 at 7:02 PM, Peter K.H. Gragert
pkhgrag...@gmail.com wrote:
 Cambell, forgot to say thanks for the order of files in
 CMakeList.txt
   do
not
 matter, sorry.
 Peter

 2011/8/24 Peter K.H. Gragert pkhgrag...@gmail.com

 Hi can some confirm that the bas_relief worked in 2.49, meaning
 that
   the
 advanced algorithm C-code does (in 2.49) good computations?  Is
   there a
 patched Bl 2.49 available for me? Can anyone give me a link?

 It is very much interesting to look at how to get it work in Bl
 2.59

 Biggest problem for me is at this momen NodeBasReliefData nowhere
defined,
 I suspect that it could be (from the patch Thomas gave)  that
 bNodeType cmp_node_basrelief= { //loking like a bNode
 has a wrong

[Bf-committers] Blender UI - Finished?

2011-07-05 Thread Vilem Novak
Hello, 

I would like to ask something and maybe initiate some discussion.
I was wandering how is it possible that the UI project got frozen.
Long time ago there was talk about tabbing.
When tool and property areas were added, they were referred to as experimental.
But, they were very soon full of different stuff, and now I e.g. noticed that 
in 
node editor development there is talk about making the property area wider to 
fit in node props and similar.(instead of
displaying the node properties in -- property editor?)
So, after looking forward for some kind of unification to property access, now 
I end up very often with 
my screen just full of property areas and have to call it a mess. 
Especially windows which tend to have something on both sides - like animation 
windows(channel names on left, props on right),or 3d view(tools, props, and the 
so much discriminated last operator area) / tend to end up as very narrow.
 Am I using it wrong or is this just unfinished ?
Is scrolling and opening/closing panels so often considered efficient?
Some time ago, I wrote a proposal to wiki, which tried to target these issues:
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/UI/December_2010_-_Vilem_Novak

I thought that when the proposal got ignored, that maybe some other solutions 
for these problems are planned, 
but since then, stable releases of the 2.5x series are out and there is silence 
about this area.

Don't take me wrong please, as a python coder, I just have to love the amount 
of freedom the coder has 
now while making addons. I really like how far has blender changed code wise, 
and want to say a big thanks to everybody involved. Just as a user - I often 
feel some discomfort. Btw. as far as I had the possibility to test it, In 
cycles branch,
 the UI interaction is more satisfactory than in trunk.

If you read that far, thank you.
Vilem


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Re: [Bf-committers] Blender developers IRC meeting minutes, 3 july 2011

2011-07-05 Thread Vilem Novak
Dynamic paint is really great, only thing I dont see for it is distance falloff 
for brushes or ability to paint with empties
(but its still in development),
and for some tasks it might be just too coplex -
 its similar to having the simple deform modifier compared to curve modifier.
Many times I missed dynamic weight groups. and, I never used the simple deform 
modifier.
Cheers
Vilem

  Původní zpráva 
 Od: Daniel Salazar - 3Developer.com zan...@gmail.com
 Předmět: Re: [Bf-committers] Blender developers IRC meeting minutes, 3 july 
 2011
 Datum: 05.7.2011 20:27:22
 
 Is there an actual usage example of why this is useful? specially
 now that dynamic paint has a *flexible* way to animate weightgroups.
 Dynamic Paint is generic, works with particle systems, custom shapes
 etc
 
 Daniel Salazar
 3Developer.com
 
 
 
 On Tue, Jul 5, 2011 at 5:35 AM, Campbell Barton ideasma...@gmail.com wrote:
  - Campbell reviewed patch for Vertex Group modifier, needs to be
  split. An open issue still is whether it's good to accept such
  modifiers in general... or wait for recode with nodes.
 
  Discussed with Brecht, while these are nicer as nodes, we agree this
  is OK to go into blender.
 
  Left more detailed feedback in the tracker regarding the patch.
  http://projects.blender.org/tracker/index.php?func=detailaid=26108
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Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-19 Thread Vilem Novak
hello, I dont have here a pepper build to test the new titles tool, 
but I want to say it is very very welcome.

Regarding the python solution, I allready coded an addon which adds subtitles 
from templates(first version):
http://blenderartists.org/forum/showthread.php?213402-Sequencer-subtitles-addonhighlight=subtitle

since I often do some simple subtitling work for low budget projects. The addon 
has the advantage of simple template
 creation, but its not possible to have the titles animated.
It was very first version which I didnt finish because 
I was forced to switch to another NLE in the work where I needed it, 
there is preliminary support for srt reading too.

Regarding a proposal about ideal subtitle adding, I would imagine subtitle 
strips having associated templates and several 
animatable properties(e.g. rollspeed), where the templates would be blender 
scenes which would render in background and
 the few animatable properties would be somehow marked so that the title engine 
can recognise them and make them part 
of the strip.

Cheers Vilem




  Původní zpráva 
 Od: François T. francoistarl...@gmail.com
 Předmět: Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537]
 branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==
 Datum: 19.6.2011 09:18:44
 
 huge +1
 
 2011/6/16 Matt Ebb m...@mke3.net
 
  Personally, I think a text strip has been sorely missing from the sequencer
  (and compositor) for a while, and it's great to see it added. Doing it via
  blender scenes and python is a really slow, nasty overcomplicated way of
  doing something which really should be quite simple, and is a really
  simple,
  common, basic tool in most other editors.
 
  Editing the text from the sequence editor interface and having it rendered
  directly to a strip is the fastest and best way of having such a feature,
  and it's something I would have loved to have had plenty of times. Note: I
  haven't tried the current patch but it would be best as a generalised 'text
  strip' rather than anything aimed specifically at title cards, with
  properties like text box height and width, and typographic/paragraph
  controls too.
 
  cheers
 
  Matt
 
 
 
  On Thu, Jun 16, 2011 at 9:26 PM, Joshua Leung aligor...@gmail.com wrote:
 
   Hey Peter,
  
   Cheers for the feedback!
  
   Indeed, as I started to pick through things, the issues faced by users
   who would want to use this as a base on which to start extending it in
   some ways did come up. Sure, a script which sets up a generic template
   would be nice in this situation, and is one way I'd thought of doing
   it.
  
   Some factors which made me favour this approach though were that:
   1) Using this approach, we let automation take over making sure that
   the text fits and is aligned nicely in frame when things change. From
   experience, I've ended up scaling and re scaling text, moving it all
   over the place trying to get it to fit and be in frame. Registering a
   special operator for this, and/or trying to find somewhere decent to
   put it so that it can be easily found is an issue.
  
   2) Text colours can be set in one place with this method, without
   fudging with material settings (and doing material-unlink dances after
   copying some text and deciding you want it a different colour - then
   again here, the level of control over this stuff is entirely
   hardcoded)
  
   3) AFAIK, scene strips were synonymous with constantly being
   re-rendered and re-evaluated every single time they're encountered,
   when doing scene evaluation combined with rendering is a comparatively
   sluggish process for Blender. The alternative would have been to force
   people to always render these out to image files (something that I'm
   trying to avoid here) before they could be used.  (*1)
  
   4) With this approach, including text in the sequencer feels more like
   a first-class entity than just a weirdo heavy-duty workflow, where
   you have a proliferation of scene strips in your timeline which are
   essentially just there to display text (but outwardly don't
   communicate this)
  
   5) There's also the issue of a buildup of scene files in the file,
   each one for a different slide, making it easy to accidentally delete
   the wrong one from the file, and also making it slower to find the
   scene to go in and edit its text.  (*2)
  
   -
  
   (*1) From your mail below, it sounds like that's something the cache
   voodoo might be able to take care of under certain circumstances. As
   only a very infrequent user of VSE, I wasn't aware of this.
  
   (*2) I'm not really convinced about the idea of these template
   parameters for the scene strips. It sounds even more like a
   specialised hack from user perspective than shoehorning an entire
   strip type with some predefined slots where people commonly place text
   for common purposes.
  
   ---

Re: [Bf-committers] cycle todo list

2011-04-29 Thread Vilem Novak
Another question is, why not to take an OpenCL renderer which is allready quite 
usable and go on from it?
there has been recently a new release of smalluxgpu renderer, 
and in the accompanying forum a wish for direct integration into blender was 
mentioned.
http://www.luxrender.net/forum/viewtopic.php?f=34t=5987

for those who are not familiar with slg, here you can see the direct 
interaction between slg and blender in Livemode:

http://www.youtube.com/watch?v=bSQoJW9ajmU

note that this livemode isn't integrated and has to transport all data to the 
renderer.
Smalluxgpu is based on Luxrays, a raytracing library supposed to work with 
OpenCL and CUDA, just that the CUDA backend wasn't started/used yet(as far as I 
know), because there was no need for it.
 SLG was allready tested on various hardware, and because it is OpenCL,
 you can also run it only on the processor, without GPGPU cards.
Cheers,
vilem


  Původní zpráva 
 Od: Aurel W. aure...@gmail.com
 Předmět: Re: [Bf-committers] cycle todo list
 Datum: 29.4.2011 11:49:37
 
 Hi,
 
 before taking this too much off the ground, wouldn't it be better to
 just stick to OpenCL right from the beginning?
 
 I think if this is too much tightened to CUDA from the beginning, we
 won't see an OpenCL port afterwards.
 
 I haven't looked at the architecture of cycles yet and to which degree
 it's implemented in CUDA, but when it is more, than just a simple
 raytracing core, as it's done now in luxrender, it would be painful to
 get OpenCL porting, after a lot of functionality is implemented.
 
 aurel
 
 On 28 April 2011 22:55, Dan Eicher d...@trollwerks.org wrote:
  Also...
 
  This boost-1.44 patch breaks the compile:
 
 
 https://svn.boost.org/trac/boost/changeset/62245/trunk/boost/detail/sp_typeinfo.hpp
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Re: [Bf-committers] LibMV versus OpenCV / VXL

2011-04-21 Thread Vilem Novak
Hello, 
just few notes:
libmv development started specifically for use in blender several years ago.
I am not sure if the talk here is about use in compositor too, but libmv is as 
far as I know mainly targeted for robust camera motion matching.
At the same time, it should be of course usable for various compositing 
tasks(point tracking, video stabilisation).
I dont know about VXL, but OPENCV has far more than that(so new dep. size is 
bigger),
 while I don't remember seeing a good 3d reconstruction demo with it.
Sincerely
Vilem


  Původní zpráva 
 Od: Troy Sobotka troy.sobo...@gmail.com
 Předmět: [Bf-committers] LibMV versus OpenCV / VXL
 Datum: 21.4.2011 07:38:55
 
 Just read Tom M's posting on LibMV and was wondering where the
 discussions have taken place for it regarding future directions.
 
 Nuke apparently (according to the User Guide[1]) harnesses VXL for
 some of its algorithms. OpenCV, for example, has a simple relevant
 point optical flow tracking example (lkdemo.cpp 151 lines of code[2])
 that would seem to at least be worth examining, if it hasn't already
 been considered.[3]
 
 I am wondering the upside benefit of pushing LibMV over existing options.
 
 Sincerely,
 TJS
 
 [1]
 http://thefoundry.s3.amazonaws.com/products/nuke/documentation/NukeUserGuide_6.1v5.pdf
 [2]
 https://code.ros.org/trac/opencv/browser/trunk/opencv/samples/cpp/lkdemo.cpp?rev=4240
 [3] I am aware of Ton's reluctance to add another dependency, but
 perhaps the complexity of computing vision here warrants it?
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Re: [Bf-committers] Fracture Tools don't work in Blender 2.57

2011-04-16 Thread Vilem Novak
My appologies for not replying to this, I am currently overwhelmed with many 
tasks, so I was postponing this.
Thanks a lot for the fixes.
Vilem

  Původní zpráva 
 Od: Michael Williamson micha...@cowtoolsmedia.co.uk
 Předmět: Re: [Bf-committers] Fracture Tools don't work in Blender 2.57
 Datum: 16.4.2011 11:54:03
 
 I committed a fix for this just yesterday ;-)
 Cheers,
 
 Mike
 
 
 On 16/04/11 09:51, Markus Kasten wrote:
  Hello,
 
  The Fracture Tools don't work in the official Blender 2.57 release, caused 
  by
 serval Python API changes.
  I created a patch and send it to the original author, but I still have no
 answer (send it about a week ago,
  probably the mail has been eaten by his spamfilter).
  Maybe somebody from the bf-committers mailing list can apply them to the
 subversion repository.
 
  I uploaded the fracture_ops.py patch here: http://www.pasteall.org/20738
  and the edited data.blend with fixed Bomb- and Recorderscript here:
 http://www.pasteall.org/blend/6013
 
  Greetings from Germany,
  Markus Kasten
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Re: [Bf-committers] Geometry in Compositor or Quadrangulation???

2011-04-10 Thread Vilem Novak
Hi, I think the rasterizer would be really interesting,
since it would also probably be based on opengl and much faster than 
re-rendering the scene?
if a widget system could be implemented for 2d views(image editor, sequencer), 
it could be incredibly usefull,
 since curve-based matte editing could possibly happen in those views instead 
of 3d view
 and the workflow would be much more natural and expectable. This would be 
beneficial generally for parameter editing in 
node editing and sequencer.
 By widgets I mean basically curves/rectangles/lines/points in the views, 
something like this:
http://www.pasteall.org/pic/show.php?id=10388
(from this addon work 
http://blenderartists.org/forum/showthread.php?185423-Stereo-Camera-Python-Script-for-Blender-2.5)

As a long time user and occasional developer, I don't think quadranculation is 
such an essential feature, even in 3d coat where its done really well the 
results are relatively hard to tweak and some kind of advanced retopo system 
might be more powerful for production. Besides that, there are probably some of 
this years GSOC proposals going in this direction ?

these are of course my personal preferences, but since you were asking... ;)
Vilem



  Původní zpráva 
 Od: pete larabell xgl.asyl...@gmail.com
 Předmět: [Bf-committers] Geometry in Compositor or Quadrangulation???
 Datum: 10.4.2011 22:17:16
 
 Hey all,
 
 I am planning on building a system (initial intent is for double edge
 matte comp. node) that will rasterize any 3d object in the scene into
 a 2d mask in the compositor. I know that is the entire purpose of ID
 Mask and render layers, but I'm specifically referring to the ability
 to rasterize the off-screen portions for the feathering/gradient
 calculations needs to correctly implement a double edged matte/mask.
 
 I am also going to implement the greedy mixed integer quadrangulator.
 
 Now, what I'd like to ask is:
 
 Given that it would probably not be best to try two additions at the
 same time... which one is is more desired in blender first?
 
 I suppose I should maybe be asking blender USERS rather than just
 coders, but oh well :)
 
 Is there one of these two that more people would like to see???
 
 As a note: the reason I ask is simple; I know that more people *want*
 the quadrangulator, but the GMIQ will also take longer to implement
 than the object rasterizer.
 
 Anyway, I'd be interested to hear the thoughts of others before I get
 too deep into either one.
 
 Cheers!
 Peter
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[Bf-committers] Subtitles workflow in the sequencer

2011-03-29 Thread Vilem Novak
Hello,
I wanted to ask if there are any ideas/plans for bringing a reasonable subtitle 
workflow into the sequencer internally.
I am asking mainly because I started developing an addon for subtitles where 
this functionality is planned:

User adds an subtitle strip, which is actually an image strip. A default 
subtitle template is rendered in background and added as this strip. User can 
change the template and edit the text, changes are rendered in background.

additionally to this changing template of all subtitles in sequence editor, 
importing or exporting subtitles as .srt could be done.

Advantage of this system would be easy adding of subtitle templates(just 
blender files with anything in them), usage of background computing. 

Any ideas to this will be welcome. 
Cheers
Vilem
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Re: [Bf-committers] New WeightVGroup Modifier

2011-03-06 Thread Vilem Novak
Regarding this topic, 
I just wanted to let you know that I consider this kind of modifier very 
valuable in many production cases. 
It would be possibly great if vertex groups could be more 'dynamic' generally, 
but this is a great step forward.
cheers 
Vilem
  Původní zpráva 
 Od: Bastien Montagne montagn...@wanadoo.fr
 Předmět: Re: [Bf-committers] New WeightVGroup Modifier
 Datum: 25.2.2011 14:31:07
 
  As far as i could see and read it uses the distance to the origin of the
  target. Which is pretty fine for your Dynamic Subsurf task. But for only
  mesh weights, i would really appreciate if it could use the (shortest)
  distance to another mesh. That would give this modifier a whole lot more
  possible usages. (Something similar to bone heat weights)
 Correct!
 And yes, using the shortest distance to another mesh is a good idea – I 
 think I’ll try to implement it next week, it shouldn’t be too hard :)
 
  Just for curiosity: Does it change the weights of the affected group
  permanent or on the fly?
 No, the change is on the fly (ie the original vg is not modified, the 
 modifier does a CDDM_copy of the given derived mesh and modifies that 
 copied data layer). So the change is only available for modifers below 
 in the stack.
 
 Bastien
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Re: [Bf-committers] Do you have think create the engine for xbox 360 and PS3 game development?

2011-02-02 Thread Vilem Novak
Actually you could look into gamekit - 
http://code.google.com/p/gamekit/
it's made by some blender developers and it's not so restrictive, so publishing 
should be possible with it once it's finished.


  Původní zpráva 
 Od: iozk hz iozk...@gmail.com
 Předmět: [Bf-committers] Do you have think create the engine for xbox 360 and
 PS3 game development?
 Datum: 02.2.2011 05:50:22
 
 I thinking about 'if blender game engine also works over xbox 360 and PS3 '
 some know if blender will be adapt in a future?
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Re: [Bf-committers] Proposal: Blender OpenCL compositor

2011-01-20 Thread Vilem Novak
I'd like to have 2 more questions:
Where did go the idea of integrating gegl as the library 
driving compositor processing(originally 1 of durian targets?)?
Btw, gegl just released a new version 0.1.4

Will it be harder to develop nodes for the tile based system than now? will it 
still be possible to write
non-tile based nodes, or non-opencl nodes?

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

2011-01-15 Thread Vilem Novak
Maybe an interesting comparison could be smalluxGPU, since it has both cpu only 
and cpu-opencl enabled, so you can compare performance on cpu with both ways 
with getting similar results, although in raytracing.

  Původní zpráva 
 Od: Matt Ebb m...@mke3.net
 Předmět: Re: [Bf-committers] Proposal: Blender OpenCL compositor
 Datum: 15.1.2011 08:19:25
 
 Thanks, Jeroen.
 
 On Sat, Jan 15, 2011 at 6:04 PM, Jeroen Bakker j.bak...@atmind.nl wrote:
 Farms
  are already being migrated to OpenCL farms. As they are cheaper in
  hardware costs.
 
  BTW. renderfarm.fi should be capable of running OpenCL as this is
  proposal is implemented!
 
 While I can believe that there will be dedicated online farms set up
 for this sort of thing I was more referring to farms in animation
 studios, most of which are not designed around GPU power - now, and
 nor probably for a while in the future. Even imagining if in the
 future blender uses openCL heavily, if a studio has not designed a
 farm specifically for blender (which is quite rare), CPU performance
 will continue to be very important. I'm curious how openCL translates
 to CPU multiprocessing performance, especially in comparison with
 using something like blender's existing pthread wrapper.
 
 cheers,
 
 Matt
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Re: [Bf-committers] A proposal for further 2.5x UI evolution

2010-12-17 Thread Vilem Novak
I would like to ask people to comment on the wiki page, 
so that there can be some constructive development of ideas.

I am not really sure how many people who responded to the topic are actually 
producing 3d animations with blender.

I would also be glad if some experienced devs and designers of the new UI would 
comment, otherwise it's just waste of time.
Thank you
Vilem

  Původní zpráva 
 Od: David Hutto smokefl...@gmail.com
 Předmět: Re: [Bf-committers] A proposal for further 2.5x UI evolution
 Datum: 17.12.2010 20:47:38
 
 On Fri, Dec 17, 2010 at 1:44 PM, GSR gsr@infernal-iceberg.com wrote:
  Hi,
  pildano...@post.cz (2010-12-17 at 1244.27 +0100):
  But, you have to look, and you have to scroll.
  Remember that clicking is actually faster than looking, and in a good 
  written
 ui,
  I don't have to look to see if my property is there.
  also as said, my proposal talks about outliner, which definitely needs more
 space.
 
  When you say look, do you mean search with click and scroll? Or
  just look with eyes? Because eyes are faster than clicking, as
  clicks require arm/hand precise motions (plus eyes too).
 
 
 I was thinking em readings from probes implanted directly into the brain.
 
  GSR
 
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[Bf-committers] A proposal for further 2.5x UI evolution

2010-12-16 Thread Vilem Novak
Hello,
 I put together a proposal for some further possible changes in the 2.5x UI.
I think it doesn't go against blender UI paradigms, and hope it's quite the 
opposite.
I tried to put things short, so it's not long, but I spent quite some time with 
it, 
after doing several projects with the 2.5 breed of blender and thinking what 
could be optimal solution for some aspects of the UI.
You can find the proposal on this page in a .pdf on the wiki, I hope some 
comments will appear there:
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/post_2.55_UI_proposal_/Vilem_Novak_/_Dec.2010

I hope that especially people who have designed and coded the 2.5 UI will look 
into it.
Thanks for attention 
cheers 
Vilda Novak
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Re: [Bf-committers] Sequencer movie strips frame rate - bug or missing feature?

2010-10-22 Thread Vilem Novak
Well, I looked in the code and realized the frame rate is read and considered 
at least probably by ffmpeg reading, so I submitted a bug report, 
and would really like if the further discussion went on there(bug #24355).

I also had the idea of making a python op which would solve this with the speed 
effect, 
the problem is, the strips frame rate is not exposed to the rna api, 
so the only solution would be to find the find the matching audio strip and 
match the lengths.
This can be done, however it's quite a hack, don't you think? Especially if 
blender has most of
the code needed for a proper handling of frame rates.

 I am not a hobbyist, so to say, I make my living with av art and producing 
animations etc.,
 so there's no need to explain here the very basics of how video editing works 
and 
bringing the discussion to offtopic area.
Of course that if you are producing a movie and are not stupid you keep your 
settings consistent through 
the whole process(unless you make a documentary, where you use different 
footages etc. )
If you say that professionals don't use frame rate conversions, 
then tell me how e.g. everyday news shot in ntsc are screened(and re-edited) in 
europe? 
Or how is it possible that tv's screen motion pictures shot at 24 fps? Or how 
the same movies are distributed on pal(ntsc) dvds?(or even better, videotapes 
:) )
 Btw, animated textures have the same problem as in sequencer,
 so how do you apply an animated texture which you get at 12 fps when you are 
rendering in 25fps? 
Or how you export your 12fps animation for a dvd?
Really, there are many cases where you convert frame rates also in professional 
use...
Yes, you can make all of this with external conversion, for best results with 
retimer or some similar software, but that really makes your production time 
much higher.
Greetings,
VN

  Původní zpráva 
 Od: Troy Sobotka troy.sobo...@gmail.com
 Předmět: Re: [Bf-committers] Sequencer movie strips frame rate - bug or 
 missing
 feature?
 Datum: 22.10.2010 05:51:48
 
 I think Roger summed it up best.
 
 Remember that in the vast bulk of professional and semi-professional /
 independent motion picture production you are shooting for a fixed target.
 All of your footage is consistent.
 
 In a conversion, we begin to get into countless complexities. Duplicate
 frames? Drop? Etc. And even then, the discussion doesn't even begin to
 engage colourspaces and other deeper questions.
 
 Optical flow is within the domain of post production visual effects, not
 editing per se. It would likely be cut with proxy footage and generated in
 the post production phase.
 
 The bottom line is that converting frame rates in a system that is by design
 perfectly frame accurate is likely adding complexity where it isn't likely
 warranted.
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Re: [Bf-committers] Sequencer movie strips frame rate - bug or missing feature?

2010-10-21 Thread Vilem Novak
This is probably a misunderstanding.
There was nothing about converting the footage in the post, please read 
carefully.
There was talk about the footage being read with wrong framerate,
 depending on the output(!) frame rate of blender.
Also, my experience with this is from e.g. Final Cut and Avid, 
which I do not consider hobby systems.
(athough also premiere or vegas have this, or kdenlive, if we look in the 
opensource world).
 I was not refering to any other 3d application,
 since blender is as far as I know the only 3d application which has a full NLE 
video editing system included(and a pretty good one). :]
Also, I didn't want this mailing list get flooded with feature requests -
I am quite sure many users miss this functionality, but  I also know blender is 
in feature freeze state,
that's also why in the subject of this thread is the question whether I should 
consider it a bug and
fill in a bug report.
greetings, 
Vilem N.

  Původní zpráva 
 Od: Troy Sobotka troy.sobo...@gmail.com
 Předmět: Re: [Bf-committers] Sequencer movie strips frame rate - bug or 
 missing
 feature?
 Datum: 21.10.2010 03:09:37
 
 By design.
 
 Only a hobby grade system will attempt to convert for you.
 
 In general, most will control their content and not rely on a single
 pipeline tool to prepare it for uptake.
 On Oct 20, 2010 8:19 AM, Vilem Novak pildano...@post.cz wrote:
  Hello,
  I want ask one question.
  If I load movie strips to sequencer, it synces audio with video correctly
 only when blender output frame rate is set to frame rate of the imported
 movie.
  This makes it very hard to work with different movie sources.
  It is strange that blender loads the audio with the correct length, but
 the strip length gets always adapted with a ratio 1 blender frame = 1 strip
 frame.
  also, after changing blender's frame rate the strip length doesn't change
 any more, so the strip must have it's frame rate stored internally?
  would it be possible to expose the frame rate of the strip, or even
 better, try to set up correct frame rate on load? This would be something
 like 'Interpret footage' feature in some editing softwares.
  greetings
  Vilem N.
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[Bf-committers] Sequencer movie strips frame rate - bug or missing feature?

2010-10-20 Thread Vilem Novak
Hello, 
I want ask one question.
If I load movie strips to sequencer, it synces audio with video correctly only 
when blender output frame rate is set to frame rate of the imported movie.
This makes it very hard to work with different movie sources.
It is strange that blender loads the audio with the correct length, but the 
strip length gets always adapted with a ratio 1 blender frame = 1 strip frame.
also, after changing blender's frame rate the strip length doesn't change any 
more, so the strip must have it's frame rate stored internally?
would it be possible to expose the frame rate of the strip, or even better, try 
to set up correct frame rate on load? This would be something like 'Interpret 
footage' feature in some editing softwares. 
greetings
Vilem N.
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Re: [Bf-committers] Blender and OpenCL

2010-08-29 Thread Vilem Novak
Hello, maybe focusing on performance - heavier nodes would make sense?
Rather performance heavy in my experience can be quality blurs(especially 
defocus), UV remap,
bilateral blur. 
With these the advantages would be visible even with the bus problems. 
With regards, 
Vilem Novak

  Původní zpráva 
 Od: Jeroen Bakker j.bak...@atmind.nl
 Předmět: Re: [Bf-committers] Blender and OpenCL
 Datum: 29.8.2010 11:19:15
 
 Hi Lukas,
 
 Your explanation is a good one. Didn't come up to write it down that way.
 The issue with memory during compositing is the way the nodes-editor 
 works. When changing a node-value (like degree) only the rotate-node and 
 all dependent nodes are re-calculated. The input-image is not 
 re-calculated it is still in memory. This is a good optimization during 
 editing time you only need to reevaluate a part of the node-system, but 
 in complex node-systems I think this will not work for OpenCL due to the 
 needed memory.
 
 I am looking for a situation what is good during editing (decrease the 
 feedback-time to the end-user) and rendering (overall performance of the 
 system). But haven't found a good solution.
 
 At the moment I am evaluating 2 things:
 a. per viewer and compositor node a opencl kernel/program will be 
 generated and executed.
 b. per node a program and kernel is created. and evaluation is done as 
 the current situation.
 
 A question back. Have you seen any speed-up? My system (three years old 
 dual core 2...@2000mhz laptop with 1...@400mhz nvidia cores and a bus of 
 800Mhz) was not able to see big differences. I think that a desktop 
 system with a faster Bus and more and powerful gpu cores would get much 
 better performance.
 
 Regards,
 Jeroen
 
 On 08/28/2010 09:40 PM, Lukas Tönne wrote:
  I have tried out your patch, nice work :)
 
  Here are some more thoughts on how to process data in the node tree. I
  hope i'm not getting too verbose or tell you guys obvious stuff ;)
 
  Basically when talking about data in the tree i see two different
  types of dependency:
  1. Inter-node dependency (vertical):
  A node can only be executed (be it for a single pixel or the whole
  image) when all it's inputs are done. This dependency _always_ exists
  in node trees to a certain degree.
  2. Inter-element dependency (horizontal):
  An element (pixel, sample, particle, vertex, etc.) depends on the
  state of other elements (neighbouring pixels, particles in a certain
  radius, connected vertices).
 
  Vertical dependency does not depend on the tree type, but only on the
  connectivity of the nodes (complexity of the tree). Here's a made-up
  example with strong connectivity in the middle part:
  http://www.pasteall.org/pic/5405
 
  Horizontal (inter-element dependency) on the other hand chiefly
  depends on the type of tree you're looking at:
  * Shader- and texture trees have _no_ horizontal dependency at all,
  the color of a material or texture sample does not depend on other
  samples. This is why shader trees can be evaluated per sample and do
  not need to store large amounts of data.
  * Compositor tree are the other extreme: while some nodes, such as
  Mix, operate per-pixel, others like Blur and Defocus heavily depend on
  neighbouring or even _all_ other pixels of the input images
  respectively.
  * Particles are not as extreme as compo trees (less neighbours to take
  into account), but they lack the inherent ordering of image pixels and
  need kd trees for finding neighbours.
 
  One relatively simple thing one could probably do to decrease memory
  usage is removing data that is not needed any more (I am not sure if
  the current compositors do something like this already, if so, just
  skip this section). As soon as all nodes, which use a certain socket
  for input, have been processed, that sockets data can be freed from
  memory. This of course only works as long as connectivity is
  relatively low and node relations are local. In the example above
  the result of the Blur node would have to be kept in memory until all
  the mix nodes are finished, whereas the initial renderlayer node could
  free its buffer right after Blur is done. It might even be an option
  to bite the bullet, if memory usage gets dangerously high, and discard
  intermediate results used very late in the tree and recalculate them
  later.
 
  Another improvement i currently use in the simulation trees is
  splitting the large data blocks into smaller parts (batches). This
  has the advantage of making better use of available processing power,
  especially when some nodes need significantly more time than others.
  In the compositor nodes one thread processes the full image for one
  node at a time, which can lead to threads idly waiting for the result
  of one other (iirc Brecht recently coded internal multithreading for
  the especially heavy Defocus node though). At the same time by staying
  with one node for a range

Re: [Bf-committers] Blender 2.5x beta status

2010-07-14 Thread Vilem Novak
If you are a real mac user, you use .dmg images very often, 
since it's the way most apps do it, so why should this be confusing? 
I guess I would rather be confused by a zip on mac.
as said, it takes the same amount of clicks.
So, my voice is for .dmg

  Původní zpráva 
 Od:  jmso...@free.fr
 Předmět: Re: [Bf-committers] Blender 2.5x beta status
 Datum: 14.7.2010 10:42:41
 
 +1 for an uncomplicated .zip approach!
 
 jms
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Re: [Bf-committers] Proposal to Remove Features

2010-07-09 Thread Vilem Novak
'Bounds draw types for objects' 
 doesn't mean you won't be able to select bounds as drawtype for an object, 
it's a droplist where you can select if there are bounds drawn additively to 
the mesh, and there are several types to choose from(sphere, cylinder, cone, 
e.t.c. ). the option is quite uselessly displayed in the object draw options, 
but is of crucial importance in the game engine physics panel, and it's the 
same property(or 2 props linked?)! I didn't know that, and as a GE user, I am 
now definitely against the removal of such feature, but I guess in the ui it 
should go away from the draw options(the placement there probably is why brecht 
put it to the list).Instead, there could be a checkbox if to draw or not to 
draw.

  Původní zpráva 
 Od: Daniel Salazar - 3Developer.com zan...@gmail.com
 Předmět: Re: [Bf-committers] Proposal to Remove Features
 Datum: 09.7.2010 09:58:31
 
 Oh I didn't read about removing bounds draw type, this is the fastest draw
 type by far and it makes no sense removing it. It makes things possible that
 are otherwise impossible, specially with blender's ability to handle so many
 instances that would make the viewport impossibly slow in any other mode.
 Now I'm talking specifically about the *object* display type, not about the
 viewport display mode.. but I'm sure theres people that find that useful
 too. Also what is the reason this is unwanted?
 
 sticky coordinates is something I've HAD to use in the past (followed
 be a script to convert to UVs)  because of project from view not
 working quite right if that's fixed then fine!
 
 
 About sticky coordinates, I have been able to use the UV project modifier
 without any kind of problem. I don't see the need for sticky coords to exist
 anymore!
 
 About particle billboards... again I use that for feathers on characters..
 this would break my characters without possibility to fix it :s pretty *bad*
 regression.
 
 I don't mind redoing stuff at all, as long as there's a new and better way
 to do it.
 
 Daniel Salazar
 
 
 On Fri, Jul 9, 2010 at 1:36 AM, Michael Williamson 
 micha...@cowtoolsmedia.co.uk wrote:
 
  /File browser should hide hidden files and filter types by default.
  Every file browser does this, and it just seems to be what you want
  nearly always anyway. Especially on mac/unix hidden files are really in
  the way in the home directory. /
 
  Yes please!  could it filter more types?
 
  sticky coordinates is something I've HAD to use in the past (followed
  be a script to convert to UVs)  because of project from view not
  working quite right if that's fixed then fine!
 
 
  *
  Controversial list: *I'm sure that I'm not alone, but here's the things
  on that list I have used (and so would miss)
 
  all edges option should be on if removed!  it's crucial to be able
  to see all the  edges rather than hiding them for game dev
 
  blend sky is useful for quick access  as well as lighting...
 
  bounds draw type is something I use a lot for organising scenes for
  games worlds...
 
  shadow render pass seems like a bad thing to remove...
 
  particle line/path/billboard seems to have no alternative?
 
 
  I presume that if the cubic material interpolation option is removed
  it'll be switched on right?
 
 
 
  On 08/07/10 18:30, Brecht Van Lommel wrote:
   Hi,
  
   Here's a proposal to remove a number of features before 2.6. I've been
   gathering items on this list for the last few months as I came across
   them. If there is enough agreement I can make the changes quickly. If
   you agree or disagree with items on the list, please read the
   explanation at the top and comment on the wiki page.
  
   http://wiki.blender.org/index.php/Dev:2.5/RemoveFeaturesProposal
  
   Thanks,
   Brecht.
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Re: [Bf-committers] Bind Camera to markers

2010-06-11 Thread Vilem Novak
Mike,
Where in the e-mail did I mention markers? :)
actually, it's the opposite. I think this kind of animation shouldn't be bound 
to markers at all!
I guess in this case markers were used instead of proper keyframes.
What I suggested is to have animatable certain properties, in this case 
scene.camera,
 which would have as possible keyframe values all the camera objects(or their 
names).
The closest thing to this also in 2.49 is animation of layers, since the keys 
are nothing 
which could be interpolated by any other curve than constant, which would be 
also
 in these cases(change meshes, cameras, text data, ...)
I can imagine there could be a group which would define the possible
 set of keyframes for some property, e.g. group of meshes which would be 
intended to replace some thing.
Which would possibly by the way enable another interesting feature, which is LOD
Game engine has this feature for meshes for ages, as the replace mesh actuator.
Hope this clears things up finally :)

  Původní zpráva 
 Od: Mike Belanger mikejamesbelan...@gmail.com
 Předmět: Re: [Bf-committers] Bind Camera to markers
 Datum: 12.6.2010 01:01:11
 
 Ok, so if I understand your proposal correctly, there should be a way to 'bind
 some kind of operator' to a Marker. 
 Rather than having a python hack ( the current system ) there should be a
 hard-coded, more extensible system for markers.
 
 On 2010-06-11, at 2:36 AM, Vilem Novak wrote:
 
  Ok, this is a bit of a misunderstanding:
  Besides the original cameras topic
  we are talking about replacing some properties, so e.g. replacing a mesh, 
  which would be a typical case if you e.g. simulate clay-based animation 
  with replacement heads/mouths, since in such case
  you don't always want to do things from 1 shape and animate it as shapes.
  Another case is something I use quite often nowadays - conversion of
 greasepencil
  animation to real curves so it can be rendered.
  By 'animating text' I meant not animating of the object, but of the 
  'content'
 of such object,
  thus e.g. doing animation of somebody typing, or else. 
  These things can allready be done, when you animate object layers or hiding.
 or if you make a
  set of object misplaced by e.g. 1000units, parent them all to an empty and
 then offset this empty.
  I used both of these methods. Hiding/Layers don't work currently well with 
  the
 current system, 
  since what is hidden, is also hidden in the dopesheet, so you can't actually
 move the keys
  (everything has to be scripted).
  The 'misplacement' method is not optimal because of it makes scene bounds
 huge, so you can't use the
  home key anymore, and probably during rendering with raytracing it can cause
 some serious performance
  hit.
  When we go back to the 'camera switching' topic, besides that the method is
 probably used by durian team,
  (which is a strong argument why something is userfull), it's a way close to
 classical film making - you don't run
  around with 1 camera, you shoot with several cameras and you make cuts.So, 
  you
 can do it another way too,
  but if properly implemented, this is more intuitive. If I remember right,
 Motion builder has a tool called camera switcher as
  a separate thing, with it's own timeline.
  Hope this explains what I actually meant in the previous e-mail.
  Cheers
  Vilem
  
  
  
   Původní zpráva 
  Od: Mike Belanger mikejamesbelan...@gmail.com
  Předmět: Re: [Bf-committers] Bind Camera to markers
  Datum: 11.6.2010 02:31:12
  
  What kind of usage case scenario would that fill?  The current animation
 system
  can animate text, do camera moves, and keyframe meshes.  
  I'm unsure what you mean by uses in rigging.
  
  Markers are kind of neat, but IMO they're meant to remain simple.
  
  On 2010-06-10, at 12:08 PM, Vilem Novak wrote:
  
  If I remember it right, the commit was in the svn mailing list commented 
  as
 a
  temporary hack.
  I would love some animation support for such properties, which are in the
 ui
  represented 
  as the name of the datablock/string, since it could also be used not only
 to
  replace scene camera, 
  but also replace meshes in some cases or to animate text. I can also
 imagine
  it could be used 
  for some rigging cases.
  Not sure if this could be done through the animation system?
  
   Původní zpráva 
  Od: Mike Belanger mikejamesbelan...@gmail.com
  Předmět: Re: [Bf-committers] Bind Camera to markers
  Datum: 10.6.2010 15:01:14
  
  I honestly don't know either reevuedelibre.
  
  I just keyframe the camera, I don't see the point in learning a different
  tool
  just for camera moves.
  Also, you can use the NLA to keep track of shots :
  http://www.vimeo.com/5860167
  
  On 2010-06-10, at 1:41 AM, revuedelibre . wrote:
  
  Hello,
  
  I recently discover that way to change

Re: [Bf-committers] Parallel Blender

2010-05-11 Thread Vilem Novak
Just a little opinion towards why and what to parallelize.
I think what artists/animators would benefit from is faster/parallelized 
modifier evaluation, 
since that would speed up anim playback greatly. 
(I'm talking mostly about rig-specific modifiers like subsurf and armature).
With the estimates of what num of cores artists will use in future -
I recently bought an 8 core machine, and although it's a beast for rendering, 
I was generally disappointed with the performance in many apps.
I realized that the best parallelized app is Z-brush(which I actually don't use 
for my work :) ).
So I guess 4 cores will still dominate for some time still
V.


  Původní zpráva 
 Od: Benjamin Tolputt btolp...@internode.on.net
 Předmět: Re: [Bf-committers] Parallel Blender
 Datum: 11.5.2010 00:10:15
 
 André Susano Pinto wrote:
  And btw whats the problem with python?
  And is there any compiled list of what needs to be improved and what current
  problems block it from being parallelized?

 
 Python has a Global Interpreter Lock (the infamous GIL) that prevents
 mutlitple threads from running Python bytecode at the same time in the
 same executable. You can run multiple executables (processes) with
 Python interpreting byte-code at the same time without problem, just not
 multiple simultaneous Python *threads* in the same executable.
 
 This really only affects the Python byte-code interpretation so,
 provided a majority of the execution is in native code outside the
 Python interpreter - this is not a big problem. However, for rigs
 needing to call drivers hundreds of times a second (or similar
 constraints) - this threading issue will become noticeable.
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Re: [Bf-committers] Script Xtras (proposal)

2010-02-13 Thread Vilem Novak
I think this is a great idea, 
just some ideas:
-somehow there should be resolved grouping of such scripts, so that more at 
once get loaded, could be solved with categorisation.
-these groups would possibly have similar subdirectories like the main blender 
scripts - ops, io, ui,...(think big! :))
-possibly, when switching such group on, it could 'override' default ui, if ui 
scripts with same names are found.
  - Why? because if you think about special uses, you can soon think about 
customizing the ui which is common. 
Then you can specially tweak blender for any task imaginable, distribute such 
modifications with the main software(huge advantage against the 'find it on the 
forum' model), satisfy much more users,...
I have personally thought about a special tweak of the ui for 2d animation, 
which would enable faster setup for 2.5d or pure 2d animations, and add some 
macro tools. WIth such organisation of the ui, this would be potentially 
distributable with blender.(did you notice how many 2d movies are done with 
blender?)
cheers,
Vilem


  Původní zpráva 
 Od: Tom M letter...@gmail.com
 Předmět: Re: [Bf-committers] Script Xtras (proposal)
 Datum: 13.2.2010 20:09:04
 
 On Sat, Feb 13, 2010 at 7:47 AM, Campbell Barton ideasma...@gmail.com wrote:
 
  One of the reasons I thaught of this is Colin was asking if the durian
  scripts we have would make it into blender.
  We added some scripts in a shared script dir, its interesting that
  mostly only 1-2 of the of the team members needs them, so for example
  Colin uses some utilities for camera naming, camera switch renders,
  camera rigs Cessen wrote. Soenka/JS/Ben have a script for scattering
  stones, Soenka for setting lamp-buffer resolutions.
  So even in a small team it would be nice for them to be able to
  enable/disable certain tools.
 
 Well they aren't really 'specialized' scripts - in that pretty much
 every small film team will need similar scripts - they aren't
 specialized if they will pretty much always be needed in every
 reasonably efficient pipeline.
 
 That said I think your proposal is a good idea.
 
 LetterRip
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Re: [Bf-committers] Shading System Proposals

2010-01-21 Thread Vilem Novak
I'm not sure if this is relevant for this project, 
but luxrender developers started a preparation of an accelerated raytracing 
library which 
should be reusable in other projects:
http://www.luxrender.net/wiki/index.php?title=LuxRays
This library will have backend for OpenCL and Cuda.
Main idea behind it is that the raytracing computation happens on OpenCL/Cuda 
devices,
 while the rest of the renderer is separated and not limited by the memory and 
code length restrictions of gpgpus.
I just thought it might be usefull in future of the new shading system.

Cheers, Vilem
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Re: [Bf-committers] Patch: New functionality for background images

2010-01-19 Thread Vilem Novak
Such a system would be indeed a much more robust solution than binding the 
images to empty objects.
Possible uses of this in 2d would be control of compo nodes, effects in 
sequencer (both in respective preview windows), mentioned transform of bg 
images in 3d view, transforming of trackers, bezier masks,
In 3d this could be a solution for alternative pivots, e.g. for game physics 
constraints e.t.c.
there could be different classes for different uses, which then could be bound 
to respective RNA properties - like 2d point(2 props), rectangle(4 props), 
line,3d point e.t.c

Vilem

  Původní zpráva 
 Od: Matt Ebb m...@mke3.net
 Předmět: Re: [Bf-committers] Patch: New functionality for background images
 Datum: 19.1.2010 02:12:53
 
 On Tue, Jan 19, 2010 at 12:06 PM, Campbell Barton ideasma...@gmail.com 
 wrote:
 
  - Placement is currently cumbersome, what about using an object to
  place images? - realize having an empty for each image could get
  annoying too but would allow for easy rotation too. Failing that we
  could have a button that places the image based on the active object
  but still stores its own coords.
 
 This is the sort of thing that a generic manipulator system would be
 useful for, not object. I've got some ideas on this, but for
 investigation later...
 
 Matt
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