[Bf-committers] Camera options proposal (Cycles)

2014-02-14 Thread ertuqueque
Thank you for the feedback! Very appreciated.

-
Distortion controls would be great, but as Sergey mentions this should
ideally be part of a system where you can have the same type of
distortion in compositing, tracking and rendering rather than
different settings for rendering. There is the patch to load such
distortions from files, but there is no standard file format for this,
so that makes it a specialized feature that few people would use. If
someone wants to add distortion then I'd first like to understand the
design for how it fits into compositing and tracking rather than
having two systems that we need to unify later.
-

I totally agree with that. I posted my proposal in Blenderartists too, and
some of the feedback there also sugests consistency with the tracking k1,
k2 and k3 parameters.

Although, I think those Kx names could be much more clear about the
function they perform. Even the tooltip descriptions are of very little
help there.
A realtime visual feedback would be great too! Maybe a small graph that
shows what the K1-2-3 values do when changed, like:
http://s5.postimg.org/x9ze17wyf/Graph.png

-
The bokeh image you can kind of do with a plane in front of the camera
but it's more noisy than it could be. It seems reasonable to support
this (though I'm not so sure about node control, images and image
sequences would be fine).
-

I know about the plane in front of the camera trick, but as you point
out, it adds more noise to the render than it should and is a very
unpractical way of doing the effect. Not to mention if you want to do the
dispersion effect in the example I showed in the PDF. (isolated in the
image below):
http://s5.postimg.org/prku6buzb/chromatic_Abr_proc.png

About the node textures there, yes, I was just consulting on how flexible
it could be... I mean, through nodes, you could use the Bokeh Image node
directly on the camera. Some OSL textures may be useful there as well.

But, yeah; images or image sequences would be more than enough flexibility
for 99% of cases. This is what most renderers offer anyway.
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[Bf-committers] Camera options proposal (Cycles)

2014-02-13 Thread ertuqueque
Hi, I'm not sure if this is the right place for this proposal/discussion or
if the Cycles mail list would've been better, but I'd like to propose a
couple of feature/parameters for the cameras in Cycles. I'm posting a link
(Google Drive) to a short PDF I prepared with the proposal and interface
mockups.

https://drive.google.com/file/d/0B9-4MQo-2HDqUVJvWmg2bEJTd1k/edit?usp=sharing

Thank you in advance.
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Re: [Bf-committers] Updated BMesh Merge Proposal

2011-12-01 Thread ertuqueque
From an user perspective... Here's my 2 cents...

I don't mind at all losing backwards compatibility... We achieve progress
by moving forward.

And I think the merge should be for 2.63... Not only because of Mango going
full swing later, but because is a good idea to have a more stable BMesh
ready for next year's GSoC. And that is accomplished with a lot of user
feedback... The earlier people start using BMesh, the earlier is going to
be stable.
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Re: [Bf-committers] WebP WebM

2011-11-19 Thread ertuqueque
+1 here...

I've been using Webm also for a lot of my work and quality is amazing!...
Nothing to envy on h264...

I've also done some tests with Webp and is just matter of time for this
awesome format to be adopted widespread... I think is important that we
support great quality open standards like these.

2011/11/19 Daniel Salazar - 3Developer.com zan...@gmail.com

 I've been using the new WebM video from google and it's great, now
 they have a new image format that supports good lossy compression
 supporting *alpha* and great lossless compression with better filesize
 than png! (this got me more exited, less ftp waiting!)

 So what are we waiting to get support in Blender!

 http://code.google.com/speed/webp/

 http://www.webmproject.org/

 cheers!

 Daniel Salazar
 3Developer.com
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Re: [Bf-committers] Mapping and Soft Limits suggestions

2011-03-15 Thread ertuqueque
The antialiasing example was that, just an example of the uses...

I think there's still practical uses for blurring procedurals...

In a couple of projects I've used procedurals to fake reflections...
e.g.

IMAGE http://img405.imageshack.us/img405/3912/embolsa0093.png

VIDEO http://www.box.net/shared/fpsrm5q3sr

In this file I just used a Clouds texture with Cell noise as the Base type,
Add as the Blending mode and Reflection in the Mapping coordinates type. The
problem appeared when I wanted to make this reflections blurry.

Please, don't say that using the Compositor and then blurring the
reflecttions pass is the solution... That's a very annoying work for such a
simple job... And imagine a more complex scene with more materials with
different blur values. You'd have to even work with different layers to
accomplish again such a simple look.

The only practical solution I could find was using a very small cloud map
above the reflection texture with a Warp effect.

The final result is a sort-of-blurred effect but with a grainy look
(obviously)... To reduce the noisy effect you have to play with enabling the
Full OSA on the material and also playing with high sample antialiasing...
But this of course could increase rendertimes enormously in complex scenes.

IMAGE NO-BLUR
http://img688.imageshack.us/img688/7281/proceduralreflect0076.png

IMAGE BLUR
http://img820.imageshack.us/img820/8660/proceduralreflectblur00.png

VIDEO NO-BLUR http://www.box.net/shared/v3do40kkkc

VIDEO BLUR  http://www.box.net/shared/d23ik2fhjo

.blend SCENE http://www.box.net/shared/kykpg0mm55

So again... I really really think there are some real uses for
sampling/blurring procedurals.

About the AO and other soft limits, here are a couple of images also that
show the problem with such a low limit for raytraced AO...

http://img835.imageshack.us/img835/5986/tienda02.png

I'm also aware that with Compositing you can reduce noise with bilateral
blur... But this amount of noise is too much to accomplish acceptable
results, especially in animations... And keep in mind this scene is not even
finished, when all modeling is done, there will be even more objects, gaps,
holes and creases to gather noise.

And if you suggest to use AAO instead... Well, I have to politely say NO
WAY... AAO never gives the amount of realism and detail I need for this
project...

http://img24.imageshack.us/img24/425/tienda03c.png

Well... I hope to have made a better case for some of the feedback.
Greets.
tuqueque.

2011/3/11 Matt Ebb m...@mke3.net

 On Fri, Mar 11, 2011 at 8:18 PM, Tobias Oelgarte
 tobias.oelga...@googlemail.com wrote:

  + (Add) - Parameters for Sampling/Blur in Procedural maps:
  Don't see the need for them. If you have problems with moire effects,
  you could always adjust the antialiasing settings for the renderer or
  add focus blur with composite nodes. Then you have sharp lines in the
  front and no moire in the back.


 Those are pretty nasty workarounds and shouldn't be necessary. And
 depending on what you're using such textures for, (eg. spec/bump maps)
 even with blurring it can still cause temporal aliasing - flickering.

 The main problem is that none of blender's textures (other than image
 maps) are properly filtered/antialiased. For some like clouds, blend,
 maybe others, it should be possible to do 'analytically' or via fading
 off higher frequencies etc, for other more complicated ones perhaps
 oversampling the texture itself could be an option (as opposed to
 oversampling the entire shading in the render). Regardless, this is a
 problematic long-standing issue in Blender, that it would be great to
 see an enthusiastic coder work on - perhaps a good project for someone
 new looking to get involved.

 Matt
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[Bf-committers] Mapping and Soft Limits suggestions

2011-03-10 Thread ertuqueque
(I just suscribed to the mailing list so moderators don't need to review my
previous message).

Hi, to keep it short, I've condensed several mapping and soft limits
suggestions and changes in the document below...

http://www.tuqueque.org/documents/Suggestions.pdf

I use Blender a lot for production work and this simple changes I propose,
would be incredibly helpful not only for me but all Blender users I think

I'd like to have some feedback from devs.
Greets.
Robin tuqueque MarĂ­n.
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