Re: [Bf-committers] Multi Layer EXR issues

2012-05-18 Thread f . paglia . 80
What if you just use the multi output node lukas added recently, you could keep 
consistently the difference between renderlayers (each node) and the passes 
(each layer of the node)  does it make sense to you?

Every output node is a layer
Every input of an output node is a pass


   
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-Original Message-
From: Lukas Tönne lukas.toe...@googlemail.com
Sender: bf-committers-boun...@blender.org
Date: Fri, 18 May 2012 15:26:27 
To: bf-blender developersbf-committers@blender.org
Reply-To: bf-blender developers bf-committers@blender.org
Subject: Re: [Bf-committers] Multi Layer EXR issues

 If you setup your scenes to render in passes and layers, the names you give 
 to this are meaningful and should be allowed to use. I don't understand why 
 such a feature gets dropped?

Yes, if the renderer generates multilayer files directly it can
organize them in layers and passes. But when writing files from the
compositor using the file output node, or when importing general files
from somewhere else there is usually no such notion of render
layers. That's why trying to sort the content of every multilayer
file into a set of render layers doesn't work.
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Re: [Bf-committers] libredcode

2012-02-19 Thread f . paglia . 80
Very interesting question!
Looking forward to know more about choice on R3D files.

In fact they're quite compressed and easy to use compared to EXR converted from 
them!


--Original Message--
From: Nate Wiebe
Sender: bf-committers-boun...@blender.org
To: bf-committers@blender.org
ReplyTo: bf-blender developers
Subject: [Bf-committers] libredcode
Sent: 19 Feb 2012 19:37

Forgive me if this is the wrong mailing-list.

I noticed that Camalot AV Facilties sponsored a Red Epic for the filming of
Mango. So my questions are:

Will libredcode be updated to support the newer firmware and .R3D codec?

or

Will a new library (perhaps Red's API) be integrated into blender?

or

Will another application be used to convert R3D files into say EXR's?

or

How will the RAW camera footage be used in blender? (Because it seems kind
of a waste if the raw data isn't used)

-NateW
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Re: [Bf-committers] Color space and alpha issues

2011-12-20 Thread f . paglia . 80
Hi all,
I'm really interested in this discussion since I found myself unable to 
understand how alpha works in the blender compositor and how I can clearly use 
it.

In my quite long experience with many compositing system I always had the need 
to keep separated RGB from any other channel, alpha included since anything but 
RGB describe the color of the image.

As an artist I would never take care of how blender internally handle the 
premultiplication but while making the network of nodes I must have the chance 
to premult or postdivide an image every time I need it because there are so 
many situation where a choice in this field as to be taken.
Situation that require postdivided img:
1. Avoid black edges around obj
2. Better color correction handling
3. More saturated half transparent layer
4. Capability of work or undestand how to modify that half transparent edges
5. Ability to treat color and alpha in a separated manner
Of course a the end of the chains there are almost always premultiplied images.

About the teaching part
For a compositor being able to handle premult/ postdivide is quite like for a 
modeler make the right topology.

Hope this is usefull for further proposal/ discussion! :)

Francesco



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-Original Message-
From: James Ruan ruanbeih...@gmail.com
Sender: bf-committers-boun...@blender.org
Date: Mon, 19 Dec 2011 21:03:43 
To: bf-blender developersbf-committers@blender.org
Reply-To: bf-blender developers bf-committers@blender.org
Subject: Re: [Bf-committers] Color space and alpha issues

2011/12/19 François T. francoistarl...@gmail.com:



 If it does, it makes more sense to go with added complexity and force
 the artist to learn the ins and outs of alpha for certain operations.


 As usual I'm more for the teaching rather the hiding :)
 As Matt said, only comp expert are going to want to mess with this anyway
 (I'm even sure some expert will bypass it in some cases). But people who
 wants to get serious about it will have to learn it no matter what with any
 application out there


 cheers,

 F.


 --
 
 François Tarlier
 www.francois-tarlier.com
 www.linkedin.com/in/francoistarlier
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I don't think the opposite of teaching is hiding. I think we need a
uniform format for alpha. Artists don't need to know in which format
there file is stored or processed. Only the well defined result
counts.
So giving every node in Node System to choose there input and output
format is not a good option.


 The issue with compositing is that the image buffers are not just used for
 final storage and distribution, but they're used as a work-in-progress
 scratch pad, and it's often that the way you work with channels doesn't
 always represent something logical (eg. keeping masked out RGB pixels
 around so you can retrieve them later).

+1. Good internal representation should store the most info. And
RGB+mask alpha is the best choice for compositing.

Maybe, we can handle both format by adding a tag in the imbuf, then
define a RECOMMEND format for certain application (eg. premultiplied
for rendering buffers). Image that used in other format will be
converted to the RECOMMEND for only once. This will add a lot of code
for checking and converting the format of imbuf though. But by using a
cache, we can find a balance between CPU and Memory (maybe disk
cache). And it's a good habit to check the input data and outputs to a
RECOMMEND format (always assuming others doing wrong and do it right
itself).
Or we just use the unassociated alpha everywhere since it preserves
most info and do conversions every time it is needed.
After all, it should be easy, simple and correct for the users. They
should not care about in which format their image is stored.
-- 
James Ruan
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Re: [Bf-committers] Color wheel proposal

2011-11-21 Thread f . paglia . 80
another +1

 for me too actual way of usig color wheel simply drive me  crazy!


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-Original Message-
From: Jonathan Williamson shadowdrag...@gmail.com
Sender: bf-committers-boun...@blender.org
Date: Mon, 21 Nov 2011 19:27:55 
To: bf-blender developersbf-committers@blender.org
Reply-To: bf-blender developers bf-committers@blender.org
Subject: Re: [Bf-committers] Color wheel proposal

+1. It would make me very happy!

Jonathan Williamson
http://blendercookie.com
http://mavenseed.com

On Nov 21, 2011, at 3:25 PM, François T. francoistarl...@gmail.com wrote:

 Yet another one :/
 
 I have been trying to do lots of grading lately in Blender, and lost half
 of my hairs, so here is my proposal to make it (yes IMO, I know) more
 confortable
 
 *1 - where ever I click on the color wheel (CW), the mouse jump to cw cursor
 *
 right now its the other way around. While I understand it makes it easier
 to quickly change to a total different color, it makes it almost impossible
 to fine tune the current color.
 *2 - precise mode by default *(perhaps with a logarithmic curve on the
 mouse ?)
 This might be just a color grading thing, but again I find myself more
 looking for the color I'd like surrounding the current one, rather than
 totally jumping to a total different one. So pressing the shift key is a
 bit annoying
 
 *3 - When releasing the cw cursor the mouse jump to it*
 Yet I believe that would be solved by its own if the first step was done.
 But just to notice how annoying this behave right now. Especially since you
 have to release the cw cursor to see the new values being updated in the
 viewer. you would find yourself to click drag release, click drag release,
 click drag release. But since the mouse doesn't move to the new location,
 you keep going back to the previous color (gr). So you have to think
 about moving the mouse as close as possible to the cw cursor which makes
 fine tuning IMPOSSIBLE.
 
 4 - *having a Hue saturation wheel when in HSV mode* (not a big deal, just
 makes it easier to see what you are doing a makes more sense IMO)
 
 
 
 - Making everybody happy
 
 
   - click far from the cw cursor makes it jump to the mouse position
   - click close to the cw cursor makes the mouse jump (snap) to it
   - when releasing the cw cursor the mouse postion gets the cw cursor
   (that with the two above makes click-drag-release not so painful)
   - (mode selfish ON) pressing shift turn off the precise mode ? 8-)
 
 
 cheers,
 
 F.
 
 
 
 -- 
 
 François Tarlier
 www.francois-tarlier.com
 www.linkedin.com/in/francoistarlier
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Re: [Bf-committers] Blender tangent space calculation

2011-11-15 Thread f . paglia . 80
Chiamami domani verso ora di pranzo al 3777074625 ora sono molto impegnato sto 
lavorando su una Correzione Colore
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-Original Message-
From: Eugene Minov minov@gmail.com
Sender: bf-committers-boun...@blender.org
Date: Tue, 15 Nov 2011 21:43:12 
To: bf-blender developersbf-committers@blender.org
Reply-To: bf-blender developers bf-committers@blender.org
Subject: Re: [Bf-committers] Blender tangent space calculation

Yes, I absolutely agree, hard faces obviously must be exported in the same
way how they seen in render.
I think they can welds along with tangents.

On Tue, Nov 15, 2011 at 9:01 PM, Morten Mikkelsen mikkels...@gmail.comwrote:

 There is no point in doing this unless you export the correct tangents and
 normals. That is the ones
 that were used to bake the normal map.

 I realize it blows that there is no API function to get the render normal.
 So what you have to do is produce it yourself
 like is done in
 DerivedMesh.c
 https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c
 
 and
 many other places as well.
 An example in this file is the static function GetNormal() which is used as
  a call-back function by mikktspace.c
 and you can see how it uses the averaged normal if the face is set to
 smooth and it uses
 the face normal which it calculates itself if the face is set to flat.

 If you are going to make an api to export tangents I for one cannot
 emphasize enough
 that I prefer an all or nothing solution. Either do it right or don't do it
 at all.
 The last thing we need is to introduce a new tangent space standard within
 blender.
 Either export the correct basis that was used for baking (this includes the
 normal)
 or don't try to do it at all.
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Re: [Bf-committers] Including documentation in BCon cycle

2011-11-07 Thread f . paglia . 80
I'm not a developer so I see your suggestion from an artist point of view:
It's an incredile pain try to figure out how a tool works!
Really, I think here in our studio we spent dozen of hours in testing, defining 
our own ideas of what is done by a tool without really know if what we imagine 
is true.
And this in many situation lands to not use that tool but just find another way 
to do something that works!

I agree in the relationship:
No docs = not ready for trunk

Maybe it's time to hire someone to get a well documented wiki ;)

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-Original Message-
From: mindrones mindro...@gmail.com
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Date: Sun, 06 Nov 2011 22:04:29 
To: bf-blender developersbf-committers@blender.org
Reply-To: bf-blender developers bf-committers@blender.org
Subject: [Bf-committers] Including documentation in BCon cycle

Hi all,

Bastien and I are in the middle of reviewing the 2.5 manual and, sadly,
it's not in a good shape, really. A complete report will follow in
docboard mailing list.

We'll work to grow the wiki team but really, I think it's time to
rethink a bit about the documentation, especially adopting a 2 months
BCon cycle.

I'd like to propose a very simple way to get stuff documented.

 
¦¦
¦  Documentation phase should be included in the release cycle.  ¦
¦¦
 

Ref: http://wiki.blender.org/index.php/Dev:Doc/Process/Release_Cycle


In other words I'm saying:

 ---
¦   ¦
¦  No documentation in wiki - No release.  ¦
¦   ¦
 ---

We have discussed this in irc a bit and many (would) agree, and it was a
hot topic at the Blender Conference too as far as I know.

Really, having faster release cycles is all good, but it has to take in
account documentation too, otherwise users will get pissed off after 5
releases in a year and no decent docs.

And even if users are happy like this (which I doubt), I think it's a
waste having such beautiful tools undocumented: I'm sure a great part of
the developer work won't be used at all, which is a shame :)

IMHO the documentation has to start from the developer, not from users.

--

A couple of proposals to make the developers life easier on wiki docs.


1) Informal chats
---

The dev explains the tool he has developed in an informal chat with the
documenter, which puts the info he gets in wiki nicely.


2) Unformatted docs from devs
---

Since many suffer the mediawiki syntax, it would be ok even if the
developer types pure text in a wiki page, not formatted as wikitext.

Writers would then help formatting, beautifying, adding tutorials,
images, examples, etc.

--


Any feedback is welcome :)


Regards,
Luca



http://wiki.blender.org/index.php/User:Mindrones
http://www.mindrones.com
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