[Bf-committers] Camera options proposal (Cycles)
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Camera options proposal (Cycles)
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Updated BMesh Merge Proposal
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] WebP WebM
+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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Mapping and Soft Limits suggestions
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Mapping and Soft Limits suggestions
(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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers