Re: [Bf-committers] Blender 2.66 RC AHOY
Sorry I have not had time to work through the issues with OCIO in BSD yet. I will try to get it working tonight after work. On Thu, Feb 14, 2013 at 1:55 AM, Sergey Sharybin sergey@gmail.com wrote: Moved them to usual location. Seems now all builds are up. On Thu, Feb 14, 2013 at 9:04 AM, Thomas Dinges blen...@dingto.org wrote: Windows Builds: http://blender.dingto.org/266_RC/ Am 13.02.2013 19:09, schrieb Sergey Sharybin: Hi, You're right. It is NOW the time for Release Candidate! Information for platform maintainers: - Build from trunk SVN revision 54535 - Addons revision 4268 - Locale revision 1451 As usual would suggest naming blender-2.66-RC-platform for archive name. Place archives to usual place and let me know so i'll (or Ton) move then to our download ftp. -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ 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] Blender 2.65 release AHOY!
Hey guys, I'm out of town all week this week and don't have access to my build boxes (FreeBSD). If there is anyone out there who could make one for 2.65 feel free, or wait till the weekend when I return home. Sorry for the delay. Cheers! Peter On Mon, Dec 10, 2012 at 8:15 AM, Sergey Sharybin sergey@gmail.com wrote: Hello everyone! Finally the time has come to make 2.65 release! Information for platform maintainers: tag: blender-2.65-release tag revision: 52851 addons revision: 4034 locale revision: 1277 Keep usual naming and let me know when the builds are ready. Thanks everyone for the release! =) P.S. Just a reminder: we keep trunk frozen for around a day after release. Trunk unfreeze will be announced here in ML. -- With best regards, Sergey Sharybin ___ 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] Blender 2.64a release AHOY!
FreeBSD builds of r51232 have been uploaded. On Tue, Oct 9, 2012 at 3:24 PM, Sergey Sharybin sergey@gmail.com wrote: Moved them to usual location. Would declare all further discovered issues are to be fixed in 2.65 :) On Wed, Oct 10, 2012 at 2:19 AM, Thomas Dinges blen...@dingto.org wrote: Windows builds: http://blender.dingto.org/builds/264a_Release/ Am 09.10.2012 20:21, schrieb Sergey Sharybin: Pardon again, after discovered issue with cloths, tag revision was changed to 51232. On Tue, Oct 9, 2012 at 5:51 PM, Sergey Sharybin sergey@gmail.com wrote: And now we ready again! Updated information: tag: blender-2.64a-release tag revision: 51221 addons revision: 3836 locale revision: 1115 On Tue, Oct 9, 2012 at 5:28 PM, Sergey Sharybin sergey@gmail.com wrote: Pardon, we discovered some last-minute issues. Please hold on with builds. I'll send update when we'll solve the issues. On Tue, Oct 9, 2012 at 4:43 PM, Sergey Sharybin sergey@gmail.com wrote: Hello community! We're now ready for release 2.64a which is bugfix release only. Information for platform maintainers: tag: blender-2.64a-release tag revision: 51210 addons revision: 3836 locale revision: 1115 Keep usual naming and put builds to usual place :) After this release we're switching back to usual bi-month release cycle. -- With best regards, Sergey Sharybin -- With best regards, Sergey Sharybin -- With best regards, Sergey Sharybin -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey Sharybin ___ 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] Blender meeting minutes, july 1st 2012
- Tile compositor - still has open issues. Mask rasterizer will get updated to respect tile/thread design today/tomorrow. It's unclear where the perceived slowness is - it might well be mostly on UI/feedback level. Jeroen Bakker can connect with the Mango team for tests and feedback. With regards to the update to mask rasterizer tile/thread design... It's functional now but still somewhat messy code and is just about ready for commit. Very limited network access for me over weekends. If can't commit today will certain commit tomorrow. The slowness issue is the feathering. The feathering algorithm in trunk right now was VERY NON-optimized. In order to make tile/threading work correct, the much faster feathering algorithm was needed anyway, so this problem should be automatically resolved. Will be mailing/irc-ing sergey,campbell when commit happens. Cheers! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender developer meeting notes - 24 June 2012
Mailed with Pete tonight. He was planning to commit optimization to how feather is calculated on his monday (quite large timezone gap). Also, we've been discussing making this stuff nicely tileable. Hopefully soon it'll be done. I'm changing the way this node operates, but it still needs some data to be calculated per-frame that operates on the entire frame. I've made quite a few improvements to this node on my local build, which as stated, will commit real soon. It might not come today though (unless you guys need this done first) because I'm working toward improving speed and tilabiliy (is that the right term?? xD) for the mask rasterizer for mask editor as it seems that is a more pressing need. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Siggraph 2012 - Los Angeles 5-9 August
I'm very much hoping to attend. Will know soon for sure whether company is going to send me or not. On Sun, Jun 24, 2012 at 11:07 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Blender's going to present at Siggraph again: http://www.blender.org/blenderorg/blender-foundation/siggraph-2012/ Anyone going to Siggraph already? Interested to meet, hangout or help? Free tickets too! Laters, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] svn down
I know this goes without saying that the proper officials are likely to already be aware... but just in case: svn seems to have a problem... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Developer meeting minutes May 13, 2012
The basic masking lib is in tomato already. Patch with additive + subtractive masks discussed by Sergey and I will be ready very soon. Still need to clarify a few things with Sergey before double edging support works. On Sun, May 13, 2012 at 10:35 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Here's the notes from today's meeting in irc.freenode.net #blendercoders: 1) Blender release review - The 2.63a update has been released last week. Documentation and release log was a bit sparse though... Ton Roosendaal reminded everyone to be more active in wikifying your work! 2) New release targets, current projects - Masking can be release target: Sergey Sharybin is almost finished, waiting for Pete Larabell's library now? - Tiles compositor branch has been successfully reviewed, can go in this week! - Mike Erwins tablet work is nearly done (for real now!), can get in too. Main features are: * Multi-window pressure loss fixed! * Ink blot fixed! * Finer-grained pressure/tilt sensitivity * Smoother strokes * Eraser actually erases gpencil strokes - Motion tracking: Keir Meirle will work on planar tracking (pretty far along), masked trackers (not started yet), reconstruction with Ceres (new solver). - Brecht van Lommel's Cycles targets: performance improvements, some new nodes, AMD OpenCL support (with limited kernel), motion blur. - Ton proposes to release in 7 weeks, he'll update the project page in wiki a.s.a.p. with a proposal for BCON dates. 3) Other projects How are the future release targets? Mentioned was Freestyle, Nurbana, Unlimited clay, ... people are welcome to report on their branches and possible mergers! 4) Google Summer of Code - Tom Musgrove will make a code.blender.org blog article to introduce all projects - 21st May GSoC starts! - First target for students then is to cleanup proposal and get the design approved. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] Blender 2.63a build AHOY!
Hey guys, It'll be a few hours before the FreeBSD builds are up. About 3.5hrs from now. On Wed, May 9, 2012 at 12:42 PM, Sergey Sharybin sergey@gmail.com wrote: Hello, Blender Community! The time has come to make 2.63a release! Information for platform maintainers: tag: blender-2.63a-release tag revision: 46461 addons revision: 3355 locale revision: 616 Keep naming in the same way as you did it for 2.63 release, will help changing download page :) Let me know when you'll upload builds to ftp. Thanks to everyone who helped with this release! -- With best regards, Sergey Sharybin ___ 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] new Linux install = svn woes
Indeed this happens on a default install of subversion on Ubuntu 12.04. Perhaps we add it to the building blender wiki... ? On Tue, May 1, 2012 at 1:24 AM, Nicholas Bishop nicholasbis...@gmail.com wrote: I get this error as well; been using this workaround: http://linux-knowledgebase.com/en/Tip_of_the_day/December/Certificate_verification_error%253A_signed_using_insecure_algorithm -Nicholas On Tue, May 1, 2012 at 1:47 AM, Mike Erwin significant@gmail.com wrote: Hi all, I just set up Linux Mint Debian, and get this error while attempting to grab the latest bits: merwin@dozer ~/blender/svn/trunk $ svn co https://svn.blender.org/svnroot/bf-blender/trunk/blender . WARNING: gnome-keyring:: couldn't connect to: /tmp/keyring-M3FISK/pkcs11: No such file or directory svn: OPTIONS of 'https://svn.blender.org/svnroot/bf-blender/trunk/blender': Certificate verification error: signed using insecure algorithm (https://svn.blender.org) Any clues? Had no such problem with Xubuntu, but it died this weekend after an upgrade. Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.63 Release Candidate 1 AHOY
FreeBSD builds are up on ftp. On Wed, Apr 18, 2012 at 5:13 AM, Sergey Sharybin sergey@gmail.com wrote: Pardon, revision for addons_contrib doesn't actually matter. They wouldn't be included into final release :) On Wed, Apr 18, 2012 at 12:04 PM, Sergey Sharybin sergey@gmail.comwrote: Hello to all platform maintainers! We've fixed all current stoppers from our bug-tracker so the time has come to do RC1 build. I'd prefer have RC builds to be synchronized with revision, so revisions to be used: addons: r 3274. addons_contrib: r 3274 locale: r 545 trunk: r 45743 Also i'd want to ask you to keep such naming: blender-2.63-rc1-platform_suffix Just pedantic to make download site look nice :) -- With best regards, Sergey Sharybin -- With best regards, Sergey Sharybin ___ 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] 2d mask editor (rasterizer portion)
Hey all! I've posted a build of r45292 with the 2D Mask rasterizer in the compositor to graphicall.org The link is HERE: http://graphicall.org/893 I'll just paste the description from GA here: - build with part of new 2D Mask Editor. This build does NOT have the mask editor itself, rather, it has the mask rasterizer inside the compositor. The masks are rasterized on the fly, but all the curve masks are hard coded. This means this build is *NOT* useful for production, or any other kind, of real work. It is only for demostration purposes to get feedback on usage in the compo. Instructions to use: 1.) Open any scene 2.) Enable Comp. Nodes 3.) Under Input class, add User Mask node 4.) Connect User Mask node to a viewer or whatever else 5.) You can select from a list of masks (which will be the ones you draw in MaskEditor in final version) to see different masks rasterized on the fly So to clarify, this is just so I can get simply user feedback about a few things: A.) the Node name, what should it be? B.) does it truly belong in input category? does it belong with other masks? also: This *will* indeed support doubled edges masks, like the Double Edge Mask node, once the GUI part of the Mask Editor is completed. Right now the mask in this build are hard coded curve data since there is no GUI in this build. Anyway, I'm excited to show off some work and wanted to get feedback from users about those compo. UI. issues! Cheers! Peter ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Inconsistent Object add
I believe the cube vs. torus difference is that one is an actual mesh type in C (cube), and the other is added purely via python (torus). But if you mean WHY as in why don't we fix that?, then your guess is as good as mine. :) On Tue, Feb 21, 2012 at 5:04 PM, Thomas Dinges blen...@dingto.org wrote: Hi, Today I became aware of some inconsistencies. I really doubt that this is intentional, because it does not make any sense! 1) Add a Camera and add a Cube The Camera is always aligned to view (the option for that is even missing in the Toolbar) The Cube is not aligned but the option is there. 2) When I add a Cube and change the Operator settings, for example the rotation, this is gone when I add another cube, I have to change the rotation again. But if I change some Operator settings for the Torus Mesh, it remembers my settings and a second torus has the same size etc like my first one. Why is that totally inconsistent? Regards, Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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] blender users group for Chicago IL
Here's another one from WI that would like to attend. :) On Tue, Feb 14, 2012 at 9:59 AM, CG Cookie jonat...@cgcookie.com wrote: Hey Seth, Myself and the CG Cookie studio are based in the Western suburbs. I would love to take part in a Chicago area users group. -- CG Cookie Sent with Sparrow (http://www.sparrowmailapp.com/?sig) On Tuesday, February 14, 2012 at 8:38 AM, Kent Mein wrote: On Feb 13, 2012, at 7:16 PM, seth wilson wrote: Hello, I'm not sure if this is the right place to ask. I have been unable to find any Blender users or training anywhere near Chicago IL. I am wondering if I could be authorized to start and or take part in a Blender users group for the Chicagoland area. I would still consider myself at the intermediate level with Blender but have been using the software for over 2 years now. Having nothing but online support has made my journey very slow. Which is why I want to do this. I currently work at U of C in the special events department and may be able to obtain a space to use and a/v equipment for presentations and classes. Thanks,Seth ___ Bf-committers mailing list Bf-committers@blender.org (mailto:Bf-committers@blender.org) http://lists.blender.org/mailman/listinfo/bf-committers Hi Seth, Sounds good. You do not need any approval to form a users group. Go for it. You might want to post something to blender nation to let others know about it. Kent Mein ___ Bf-committers mailing list Bf-committers@blender.org (mailto: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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] cuda sdk, the source code
Indeed, I certainly don't want to do anything questionable... my sole reason for hoping to get access to it was to get it to compile on FreeBSD. Right now I can't compile CUDA kernels on BSD since I can't run the SDK. I head some things about people doing it via linux emulations, but it really deserves a proper port. If there is any risk at all involved with me porting it since I also wish to remain a blender developer, then I'll leave it to someone else to port it. On Fri, Jan 13, 2012 at 9:34 AM, Christopher Allan Webber cweb...@dustycloud.org wrote: Since this is under a shared source style license, it's possibly actually risky to read the source code if you're contributing to FOSS projects, I think. Keep that in mind! Brecht Van Lommel brechtvanlom...@pandora.be writes: I signed up for it but didn't get a reply yet. Brecht. On Thu, Jan 5, 2012 at 9:28 PM, pete larabell xgl.asyl...@gmail.com wrote: Hey all, Has anyone on the list, or BF as an organization, been able to get a copy of the cuda sdk? I'd like to work toward getting it to run natively on FreeBSD so I can provide cuda support for the BSD builds of blender. Right now I can only build cycles w/cpu. I've read where the nvidia sdks can be run in BSD under linux emulation to compile binaries, then the binaries run fine under native BSD since nvidia has a true driver for the OS, but I'd sure like to eliminate dependence on the linux layer to compile things for BSD. I see it's free to sign up to try to get a copy... does BF have a copy already? Cheers! Peter ___ 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 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] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43265] trunk/blender/source/blender: Added Double Edge Mask Compositor Node
Sorry folks, forgot the commit message. The patch adds the Double Edge Mask comp. node. Useful for VFX work and other such things. Basic concept is it takes two single channel inputs and produces a single channel output where feathered region is created by combining areas and filling varying gradient between input 1 and input 2's edges. Short explanation of how it works found here: http://wiki.blender.org/index.php/User:Xgl_asyliax On Tue, Jan 10, 2012 at 2:32 PM, Thomas Dinges blen...@dingto.org wrote: Original-Nachricht Betreff: [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43265] trunk/blender/source/blender: Datum: Tue, 10 Jan 2012 19:08:08 + (UTC) Von: Peter Larabell xgl.asyl...@gmail.com xgl.asyl...@gmail.com Antwort an: bf-committers@blender.org An: bf-blender-...@blender.org Revision: 43265 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=43265 Author: xglasyliax Date: 2012-01-10 19:08:08 + (Tue, 10 Jan 2012) Log Message: --- Modified Paths: -- trunk/blender/source/blender/blenkernel/BKE_node.h trunk/blender/source/blender/blenkernel/intern/node.c trunk/blender/source/blender/editors/space_node/drawnode.c trunk/blender/source/blender/makesrna/RNA_access.h trunk/blender/source/blender/makesrna/intern/rna_nodetree.c trunk/blender/source/blender/makesrna/intern/rna_nodetree_types.h trunk/blender/source/blender/nodes/CMakeLists.txt trunk/blender/source/blender/nodes/NOD_composite.h Added Paths: --- trunk/blender/source/blender/nodes/composite/nodes/node_composite_doubleEdgeMask.c Modified: trunk/blender/source/blender/blenkernel/BKE_node.h === --- trunk/blender/source/blender/blenkernel/BKE_node.h2012-01-10 19:01:27 UTC (rev 43264) +++ trunk/blender/source/blender/blenkernel/BKE_node.h2012-01-10 19:08:08 UTC (rev 43265) @@ -642,6 +642,7 @@ #define CMP_NODE_STABILIZE2D 263 #define CMP_NODE_TRANSFORM 264 #define CMP_NODE_MOVIEDISTORTION 265 +#define CMP_NODE_DOUBLEEDGEMASK266 #define CMP_NODE_GLARE 301 #define CMP_NODE_TONEMAP 302 Modified: trunk/blender/source/blender/blenkernel/intern/node.c === --- trunk/blender/source/blender/blenkernel/intern/node.c 2012-01-10 19:01:27 UTC (rev 43264) +++ trunk/blender/source/blender/blenkernel/intern/node.c 2012-01-10 19:08:08 UTC (rev 43265) @@ -1839,6 +1839,7 @@ register_node_type_cmp_vecblur(ttype); register_node_type_cmp_dilateerode(ttype); register_node_type_cmp_defocus(ttype); + register_node_type_cmp_doubleedgemask(ttype); register_node_type_cmp_valtorgb(ttype); register_node_type_cmp_rgbtobw(ttype); Modified: trunk/blender/source/blender/editors/space_node/drawnode.c === --- trunk/blender/source/blender/editors/space_node/drawnode.c 2012-01-10 19:01:27 UTC (rev 43264) +++ trunk/blender/source/blender/editors/space_node/drawnode.c 2012-01-10 19:08:08 UTC (rev 43265) @@ -1472,6 +1472,18 @@ uiItemR(col, ptr, factor, 0, NULL, ICON_NONE); } +static void node_composit_buts_double_edge_mask(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) +{ + uiLayout *col; + + col= uiLayoutColumn(layout, 0); + + uiItemL(col, Inner Edge:, ICON_NONE); + uiItemR(col, ptr, inner_mode, 0, , ICON_NONE); + uiItemL(col, Buffer Edge:, ICON_NONE); + uiItemR(col, ptr, edge_mode, 0, , ICON_NONE); +} + static void node_composit_buts_map_value(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) { uiLayout *sub, *col; @@ -1926,6 +1938,9 @@ case CMP_NODE_ID_MASK: ntype-uifunc= node_composit_buts_id_mask; break; + case CMP_NODE_DOUBLEEDGEMASK: + ntype-uifunc= node_composit_buts_double_edge_mask; + break; case CMP_NODE_MATH: ntype-uifunc= node_buts_math; break; Modified: trunk/blender/source/blender/makesrna/RNA_access.h === --- trunk/blender/source/blender/makesrna/RNA_access.h2012-01-10 19:01:27 UTC (rev 43264) +++ trunk/blender/source/blender/makesrna/RNA_access.h2012-01-10 19:08:08 UTC (rev 43265) @@ -136,6 +136,7 @@ extern StructRNA RNA_CompositorNodeGlare; extern StructRNA RNA_CompositorNodeHueSat; extern StructRNA RNA_CompositorNodeIDMask; +extern StructRNA RNA_CompositorNodeDoubleEdgeMask; extern StructRNA RNA_CompositorNodeImage; extern StructRNA RNA_CompositorNodeInvert; extern StructRNA RNA_CompositorNodeLensdist;
Re: [Bf-committers] Blender developers IRC meeting, 18 dec 2011
Quick reply on DEM node, Yes that's ready, Lukas Tonne said he'd review. The 2D mask editor code is working on the mask side, but I had 0% of the UI code for it done, so that'll be at least 2.63. Discussed some important things with Sebastian and Daniel. Will send UI proposal in shortly. Will have time to get it in good shape this week. Cheers! Peter On Mon, Dec 19, 2011 at 1:21 AM, Knapp magick.c...@gmail.com wrote: I wanted to point out that there are a lot of little problems with the gui. It would be nice to see these things cleaned up. For example loading a set of images into the sequence editor is different from loading them into the compositor. There is no reason why that I can see. Just 2 different programmers picking two different ways. It would be nice if they were both the same. The movie clip editor and the VSE are almost the same in looks. Could they not be wrapped into one thing, sort of like the node editor with different button at the bottom to pic the functions needed? If you need to use ray-mirror you must turn it on by clicking a shaded button on the transparency group. I have always thought that shaded meant turned off. Likewise, if transparency is clicked but mirror not, then changing max dist will change the material look but it is also shaded. I spent an hour last week on this one because I could not get trans to work because a button that was turned off was messing it up. I never thought I needed to adjust a turned off setting. If you want an image texture as your sky you must click horizon in influences. I really think this could use a better name. Horizon is understandable if you are on the world panel and it has them with the same name there but would not something like sky or backdrop be better? Open to ideas here. I don't feel that I have hit it. Perhaps this button would be better else where but then it is associated with just this texture. . . That is just of the top of my head. As I would I keep finding more. My point is that these are not going to stop anything from working but they look bad or they are hard to learn. KISS. I think the gui could use some cleaning up and work flow improvements. Thanks. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ 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] Release targets for 2.62
Hey there, Sorry if this isn't the correct place to state this. Lukas agreed to do review of Double Edge Matte node for compositor. I'm hoping this can get in for 2.62 :) Cheers Peter On Fri, Dec 16, 2011 at 8:19 AM, Sergey Sharybin sergey@gmail.com wrote: Hi, Any branches/projects which aren't reviewing or which need to be placed to code review and reviewed? -- With best regards, Sergey Sharybin ___ 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] Blender 2.61 Ahoy!
Hey guys, Sorry it's so late... FreeBSD 32bit build is up on FTP in normal place. My apologies. Will try to get 64bit build on ftp sometime today as well, but for now 32bit is up and ready to go... I've also static linked OIIO in the build since OIIO doesn't by default compile on FreeBSD without patching. Cheers! On Wed, Dec 14, 2011 at 4:10 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Just for clarity: we agreed to only have a very short total freeze around the release. Tomorrow (15th) svn can go open again. :) Release goes out in a few hours from now. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 13 Dec, 2011, at 17:56, Ton Roosendaal wrote: Hi all, The last commit has been done, Blender svn r42608. Tagging is being done now... just start update svn and make clean! Forgot in commit: Image by Reynante Martinez. Splash committee: Sam Brubaker, Max Hammond and Roberto Roch. Tomorrow release :) -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] problems with blender r42611
You can also from inside QtCreator just add another build step. Just add another make step with target install and it will run make install after the build. Slight bummer that it runs it every-time, but if you are rapid developing, the files are still cached on disk (more than likely..) and the copy takes a few seconds. On Wed, Dec 14, 2011 at 10:49 AM, Campbell Barton ideasma...@gmail.com wrote: you can symlink svn scripts into the build dir to avoid `make install` though this wont work for cycles atm. http://wiki.blender.org/index.php/User:Ideasman42/CMakeQTCreatorLinux#Optimize_Rebuilds On Wed, Dec 14, 2011 at 9:29 PM, johannes amorosa johannes.amor...@googlemail.com wrote: blender works. make install did the trick. Sry for the noise - didn't wan't make doubt in the build. I used Qtcreator for building blender and the last months I never had to make install to run it inside qtcreator. It seems like I didn't understand the building process 100%. johannes On 13 December 2011 20:46, Nathan Letwory nat...@letworyinteractive.comwrote: Sounds like you're either starting Blender from the wrong directory (in case you use scons: start from BF_INSTALLDIR, not BF_BUILDDIR), or you didn't do make install if you used cmake. /Nathan On Tue, Dec 13, 2011 at 8:19 PM, johannes amorosa johannes.amor...@googlemail.com wrote: Hi compiling works - when I start blender Icons are missing. It looks like this http://www.pasteall.org/pic/22611 error messag spam like the followings: find 'bpy_types' module pyrna_srna_ExternalType: failed to find 'bpy_types' module ImportError: No module named bpy_types pyrna_srna_ExternalType: failed to find 'bpy_types' module search for unknown operator 'WM_OT_context_cycle_int', 'WM_OT_context_cycle_int' search for unknown operator 'WM_OT_context_cycle_int', 'WM_OT_context_cycle_int' search for unknown operator 'WM_OT_context_cycle_int', 'WM_OT_context_cycle_int' search for unknown operator 'WM_OT_context_cycle_int', 'WM_OT_context_cycle_int' search for unknown operator 'CONSOLE_OT_execute', 'CONSOLE_OT_execute' search for unknown operator 'CONSOLE_OT_execute', 'CONSOLE_OT_execute' search for unknown operator 'CONSOLE_OT_autocomplete', 'CONSOLE_OT_autocomplete' search for unknown operator 'WM_OT_context_toggle', 'WM_OT_context_toggle' search for unknown operator 'WM_OT_context_toggle', 'WM_OT_context_toggle' search for unknown operator 'WM_OT_url_open', 'WM_OT_url_open' I hope this is a local problem and not a showstopper for tomorow. But I'm compiling blender 5x a week the last month and never had problems. How can I help to verify? Linux ali 3.0.0-14-server #23-Ubuntu SMP Mon Nov 21 20:49:05 UTC 2011 x86_64 x86_64 x86_64 GNU/Linux johannes -- ++ johannes amorosa twitter: jamorosa http://iamnotamus.de ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Nathan Letwory Letwory Interactive http://www.letworyinteractive.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- ++ johannes amorosa twitter: jamorosa http://iamnotamus.de ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ 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] Blender 2.61 release candidate 1 ahoy!
FreeBSD i386 build (32bits) is up on ftp. On Wed, Dec 7, 2011 at 11:41 AM, Ton Roosendaal t...@blender.org wrote: Hi all, We're now going to build a release candidate for 2.61. SVN trunk revision: 42494 SVN scripts rev: 2751 (latest, as of now :) The splash and release nr in Blender is still as for 2.60, no worries! Please use for naming of builds the format as for 2.60rc: http://download.blender.org/release/Blender2.60rc/ Lowercase 'rc1' please. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] Blender 2.61 release candidate 1 ahoy!
Yeah, historically I have been. I haven't had the chance to patch OIIO on my 64bit machine yet, and as such, haven't been able to compile w/cycles turned on. I'll get to it either today or at latest tomorrow. On Thu, Dec 8, 2011 at 12:16 PM, Sergey Sharybin sergey@gmail.com wrote: Thanks, copied it to release/Blender2.61/ Btw, are we doing 64bit freebsd builds? On Thu, Dec 8, 2011 at 9:28 PM, pete larabell xgl.asyl...@gmail.com wrote: FreeBSD i386 build (32bits) is up on ftp. On Wed, Dec 7, 2011 at 11:41 AM, Ton Roosendaal t...@blender.org wrote: Hi all, We're now going to build a release candidate for 2.61. SVN trunk revision: 42494 SVN scripts rev: 2751 (latest, as of now :) The splash and release nr in Blender is still as for 2.60, no worries! Please use for naming of builds the format as for 2.60rc: http://download.blender.org/release/Blender2.60rc/ Lowercase 'rc1' please. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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 -- With best regards, Sergey Sharybin ___ 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] Mesh curvature estimation
I dont think the MIQ project got very far, since I've offered to implement this once my work on compositor / mask editor is done, and my offer was generally greeted with much happiness that someone was going to do this... noone even mentioned to me that anyone did a gsoc on it... so im guessing it didn't go TOO far... but maybe I'm wrong... idk. On Mon, Nov 28, 2011 at 6:01 AM, Vincent Nivoliers vincent.nivoli...@loria.fr wrote: [2011-11-27 19:38:53 -0500] Nicholas Bishop: Hi all, A few times I've run into algorithms that require principal curvatures [1] as inputs. My cursory examination of the Blender source (basically just grepping for curvature) didn't turn up any code for this, so I ported the (GPLv2) curvature code from the trimesh2 lib [2] to Blender. That code is based on the paper Estimating Curvatures and Their Derivatives on Triangle Meshes [3]. Dunno if this is useful to anyone else, but I've pushed a Blender branch [4] containing the curvature calculation (in blenlib/intern/curvature.c), as well as a test modifier that displays the curvature vectors. Screenshot with Suzanne: http://www.pasteall.org/pic/show.php?id=21557 Notes: The original code was in C++; I converted it to C and switched the math stuff over to blenlib and the types to MVert/MFace/etc. The per-vertex output is the two principal curvatures and two direction vectors. I haven't updated the code to handle quads yet, it'll assert() if it encounters a non-triangle face. I've only just gotten this working, so there are definitely bugs in it yet. :) Thanks, -Nicholas [1] http://en.wikipedia.org/wiki/Principal_curvature [2] http://gfx.cs.princeton.edu/proj/trimesh2/ [3] http://gfx.cs.princeton.edu/pubs/_2004_ECA/ [4] https://gitorious.org/~nicholasbishop/blenderprojects/nicholasbishop-blender/commits/tri-curvature Hi, There was a gsoc project last year [1] about the implementation of mixed integer quadrangulationsa [2] into blender. I don't know where this project lies now, but I believe this code uses a curvature estimator to generate a direction field on the surface. Thanks for this work, -- Vincent [1] http://code.google.com/p/google-summer-of-code-2010-blender/ [2] http://www.graphics.rwth-aachen.de/uploads/media/bommes_zimmer_2009_siggraph_01.pdf ___ 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] Developers using #define in headers - how to ???
Hey all, A recent occurrence one-again brought a question to my mind... Is there a preferred method for developers to request safe #define's in certain header files for in-development work they are doing, with intent that such work will eventually go into trunk? What I mean by that: Recently I submitted for review the double edge matte compositor node. In developing this node, I used the next available node number to represent the node. for me this was line 570 of source/blender/blenkernel/BKE_node.h I had used: #define CMP_NODE_DBLEDGMATTE262 and a recent merge (which I'm certainly happy to see :) ) added: #define CMP_NODE_MOVIECLIP 262 #define CMP_NODE_STABILIZE2D263 #define CMP_NODE_TRANSFORM 264 #define CMP_NODE_MOVIEDISTORTION265 which of course caused conflict. Not a big deal, since it's a quick fix in only one file for me, but it raised the question again in my head: Is there something already in place (possibly it's currently just ask on #blendercoders which I supposed would have worked) where devs could keep a running list of what eachother are doing in certain files which require unique numbers so as to not overlap numbers like I did? Again I'm certainly not complaining, and as stated this is incredibly easy to fix, but in my case, and possibly due to my own negligence, I had already submitted a patch for review before discovering this overlap. I know it could get messy if we have a developers reservation list where people could go reserve arbitrary amounts of #define s for projects, some of which may never see the light of day. So all that being said: Is there some way for people like me to avoid duplication such as this in the future? Or is it best to just ask in IRC? Cheers! Peter ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Patch for Double Edge Matte comp. node.
Update to patch: http://www.pasteall.org/26079/diff Sebastian noticed an error in the .diff that caused it to not apply correctly. Thanks for spotting it! On Thu, Nov 3, 2011 at 2:54 PM, Tobias Oelgarte tobias.oelga...@googlemail.com wrote: Am 03.11.2011 18:05, schrieb pete larabell: Looking for reviewers. :) Patch: http://projects.blender.org/tracker/index.php?func=detailaid=29145group_id=9atid=127 Description of what it does: http://wiki.blender.org/index.php/User:Xgl_asyliax Direct Link to patch: http://www.pasteall.org/26044/diff Old-ish video of usage: http://www.youtube.com/watch?v=VcjEfoNIHZs Looks OK to me. But could you list possible use cases? I have a hard time to think of cases when i could need this node in post processing. nya~ ___ 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] Patch for Double Edge Matte comp. node.
Looking for reviewers. :) Patch: http://projects.blender.org/tracker/index.php?func=detailaid=29145group_id=9atid=127 Description of what it does: http://wiki.blender.org/index.php/User:Xgl_asyliax Direct Link to patch: http://www.pasteall.org/26044/diff Old-ish video of usage: http://www.youtube.com/watch?v=VcjEfoNIHZs ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] notice on wiki
Should we copy wiki files (specifically for building and such...) over so it's accessible as ...Dev:2.6/Doc/... rather than just 2.5??? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] note to developers about 32 vs 64 bit long datatypes
Hey all, was debugging a new node im making and some discussion on IRC lead me to find this: http://en.cppreference.com/w/cpp/language/types Note that unsigned long, and long are truly DIFFERENT sizes on Win64 vs Linux64/FreeBSD64/OSX64 Not sure if anyone else ran into a problem like this, but I thought it was worth bringing up to everyone that may be expecting something a certain size (for filling out a struct or whatever), it's different depending on the platform you compile on. Cheers! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 2.60a Ahoy
Sorry for the delay, FreeBSD builds are up on d.b.o/i On Mon, Oct 24, 2011 at 3:09 AM, Campbell Barton ideasma...@gmail.com wrote: On Mon, Oct 24, 2011 at 6:31 PM, Mitchell Stokes moguri...@gmail.com wrote: Hello, I know this is a little late (although, in my defense, previous emails suggested a Monday ahoy), but r41239 fixes some compatibility issues found with the action actuator in 2.60. It would be nice to see this commit in 2.60a, but I also understand that people have already started building and that if I wanted this in 2.60a, I should have started sooner. Cheers, Mitchell Stokes (Moguri) Hi Mitchell, I'd rather not apply more fixes and re-ahoy, we had about 1 week to get important fixes in and doubtless well have many more fixes before 2.61. ___ 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] Blender 2.60 release AHOY
The size on the FreeBSD amd64 build is incorrect... Not a big deal since it's only cosmetically incorrect, the file still works, but the (16mb) on the site is not the correct size. On Wed, Oct 19, 2011 at 10:41 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Release is now officially on the website! Thanks for all the efforts in past months. We can now relax a day... tomorrow svn is open again for new work :) Laters, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 19 Oct, 2011, at 2:59, Campbell Barton wrote: Renamed Blender2.60 to Blender2.60rc, copied source, copied linux/freebsd/windows to http://download.blender.org/release/Blender2.60/ and chmod'd to 600 so it wont show up online yet (not sure this is needed but I recall this being done previously). Looks like we're only waiting on OSX now? On Tue, Oct 18, 2011 at 8:00 AM, Kent Mein m...@cs.umn.edu wrote: In reply to Ton Roosendaal (t...@blender.org): Source and md5sum are in incoming on ftp.blender.org Kent From: Ton Roosendaal t...@blender.org To: bf-blender developers bf-committers@blender.org Date: Mon, 17 Oct 2011 19:58:56 +0200 X-Mailer: Apple Mail (2.936) Subject: [Bf-committers] Blender 2.60 release AHOY Reply-To: bf-blender developers bf-committers@blender.org Hi all, The last commit has been done! Tag: tags/blender-2.60-release trunk svn revision: 41098 extensions revision: 2473 I'm only available wednesday morning again for doing final download page etc, so there's a 30 hour timeframe for discovering showstoppers and re-tagging. The wiki release log has been copied by me to typo3 on blender.org already. SVN is closed now for any non-showstopper commit, thursday it's open for development again. Thanks for all the work :) -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- m...@cs.umn.edu http://www.cs.umn.edu/~mein ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.60 release AHOY
did you clean out your build/ directory before building? On Mon, Oct 17, 2011 at 1:45 PM, Richard Shaw hobbes1...@gmail.com wrote: On Mon, Oct 17, 2011 at 12:58 PM, Ton Roosendaal t...@blender.org wrote: Hi all, The last commit has been done! Tag: tags/blender-2.60-release trunk svn revision: 41098 extensions revision: 2473 I just tried building for Fedora with cmake and it still built the /usr/share/blender/2.59 directory instead of 2.60... Maybe I did something wrong? Thanks, Richard ___ 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] Call for another RC build
Sorry Ton, got delayed a bit. FreeBSD builds are up now. Cheers! Pete On Wed, Oct 12, 2011 at 1:12 PM, Ton Roosendaal t...@blender.org wrote: Hi RC2 builders, Use svn r40968 for the test builds! Make my life easier and name builds similar to here? just with 'rc2' in it :) http://download.blender.org/release/Blender2.60/ Thanks! -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 12 Oct, 2011, at 13:17, Ton Roosendaal wrote: Hi all, Campbell suggested to make a RC2 today. He'd like to see a couple of days more testing (and beter advertise RC2 testing), also to validate fixes done sofar. Platform team Jens (OSX), Nathan L (Windows) and Sergey (Linux) agreed and are availble. Hopefully Pete can join the party too :) Proposal is to use the SVN revision from today, wednesday 12 October, 19:00 GMT. Will send reminder to this list which one it is. The RC can then be posted advertised a couple of hours later. This also means we extend test period with a couple of days, 'release Ahoy' then will happen in the weekend, provided tests all went smooth enough. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Call for another RC build
Yup, Pete can join the party too. :) On Wed, Oct 12, 2011 at 6:17 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Campbell suggested to make a RC2 today. He'd like to see a couple of days more testing (and beter advertise RC2 testing), also to validate fixes done sofar. Platform team Jens (OSX), Nathan L (Windows) and Sergey (Linux) agreed and are availble. Hopefully Pete can join the party too :) Proposal is to use the SVN revision from today, wednesday 12 October, 19:00 GMT. Will send reminder to this list which one it is. The RC can then be posted advertised a couple of hours later. This also means we extend test period with a couple of days, 'release Ahoy' then will happen in the weekend, provided tests all went smooth enough. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] Release Candidate test build
FreeBSD builds are up on d.b.o FTP On Tue, Oct 4, 2011 at 1:19 PM, Ton Roosendaal t...@blender.org wrote: Hi all, As scheduled, today would be a call for the official first release candidate! - Use svn r40790 - Splash internal version code will be still 2.59.4 - Name the build as usual for releases, with 2.60RC in name (I can rename builds to match it too :) Put the binaries at ftp.blender.org incoming/ or mail me urls! I'll put them all online with news messages wednesday afternoon daytime here. Thanks! -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] OIIO on FreeBSD, or lack thereof
Hey all, Just as a heads up to all that care: After a few months of trying unsuccessfully to get OIIO to build on FreeBSD, I've reached out to the OIIO developers for help. As I understand, Cycles requires OIIO to compile. If I can't get OIIO working on FreeBSD by the time Cycles get merged, the FreeBSD builds of Blender will most unfortunately cease to exist. :( As stated, I've reached out to OIIO devs for help, and hopefully they are every bit as helpful as the Blender devs are, and we get this fixed soon. If anyone here in the Blender community has a really good understanding of makefiles are is willing to assist, the help would most certainly be welcome. Cheers! Pete ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OIIO on FreeBSD, or lack thereof
Indeed, I sent the error log back to the oiio list. :) And, sorry for asking such a noob question, but where can I find build-without-oiio instructions? On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, As mentioned on the OIIO mailing list an error log would help, and it's indeed probably best to solve the build issue there. Also note that it's possible to build without Cycles, so it definitely shouldn't make it impossible to make releases entirely. There will be plenty of time before the 2.61 release to solve this. Brecht. On Wed, Oct 5, 2011 at 6:45 PM, pete larabell xgl.asyl...@gmail.com wrote: Hey all, Just as a heads up to all that care: After a few months of trying unsuccessfully to get OIIO to build on FreeBSD, I've reached out to the OIIO developers for help. As I understand, Cycles requires OIIO to compile. If I can't get OIIO working on FreeBSD by the time Cycles get merged, the FreeBSD builds of Blender will most unfortunately cease to exist. :( As stated, I've reached out to OIIO devs for help, and hopefully they are every bit as helpful as the Blender devs are, and we get this fixed soon. If anyone here in the Blender community has a really good understanding of makefiles are is willing to assist, the help would most certainly be welcome. Cheers! Pete ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] OIIO on FreeBSD, or lack thereof
Sorry if I'm misunderstanding or misstating something here... Is it possible to build, and use, a Cycles build of Blender, using the Cycles renderer for the rendering (w/CUDA), without ever downloading/building/installing OpenImageIO? On Wed, Oct 5, 2011 at 12:52 PM, Thomas Dinges blen...@dingto.org wrote: Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake. Am 05.10.2011 19:10, schrieb pete larabell: Indeed, I sent the error log back to the oiio list. :) And, sorry for asking such a noob question, but where can I find build-without-oiio instructions? On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, As mentioned on the OIIO mailing list an error log would help, and it's indeed probably best to solve the build issue there. Also note that it's possible to build without Cycles, so it definitely shouldn't make it impossible to make releases entirely. There will be plenty of time before the 2.61 release to solve this. Brecht. On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com wrote: Hey all, Just as a heads up to all that care: After a few months of trying unsuccessfully to get OIIO to build on FreeBSD, I've reached out to the OIIO developers for help. As I understand, Cycles requires OIIO to compile. If I can't get OIIO working on FreeBSD by the time Cycles get merged, the FreeBSD builds of Blender will most unfortunately cease to exist. :( As stated, I've reached out to OIIO devs for help, and hopefully they are every bit as helpful as the Blender devs are, and we get this fixed soon. If anyone here in the Blender community has a really good understanding of makefiles are is willing to assist, the help would most certainly be welcome. Cheers! Pete ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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] OIIO on FreeBSD, or lack thereof
Thanks for clarifying. :) I will continue to work with OIIO to get it working on FreeBSD. On Wed, Oct 5, 2011 at 1:02 PM, Thomas Dinges blen...@dingto.org wrote: Hey Pete, there is no way to run/build Cycles without OpenImageIO. So you would still be able to build Blender, but not with the Cycles engine. Thomas Am 05.10.2011 19:56, schrieb pete larabell: Sorry if I'm misunderstanding or misstating something here... Is it possible to build, and use, a Cycles build of Blender, using the Cycles renderer for the rendering (w/CUDA), without ever downloading/building/installing OpenImageIO? On Wed, Oct 5, 2011 at 12:52 PM, Thomas Dingesblen...@dingto.org wrote: Just disable WITH_CYCLES and WITH_CYCLES_BLENDER in cmake. Am 05.10.2011 19:10, schrieb pete larabell: Indeed, I sent the error log back to the oiio list. :) And, sorry for asking such a noob question, but where can I find build-without-oiio instructions? On Wed, Oct 5, 2011 at 12:08 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: Hi, As mentioned on the OIIO mailing list an error log would help, and it's indeed probably best to solve the build issue there. Also note that it's possible to build without Cycles, so it definitely shouldn't make it impossible to make releases entirely. There will be plenty of time before the 2.61 release to solve this. Brecht. On Wed, Oct 5, 2011 at 6:45 PM, pete larabellxgl.asyl...@gmail.com wrote: Hey all, Just as a heads up to all that care: After a few months of trying unsuccessfully to get OIIO to build on FreeBSD, I've reached out to the OIIO developers for help. As I understand, Cycles requires OIIO to compile. If I can't get OIIO working on FreeBSD by the time Cycles get merged, the FreeBSD builds of Blender will most unfortunately cease to exist. :( As stated, I've reached out to OIIO devs for help, and hopefully they are every bit as helpful as the Blender devs are, and we get this fixed soon. If anyone here in the Blender community has a really good understanding of makefiles are is willing to assist, the help would most certainly be welcome. Cheers! Pete ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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 -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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] Blender developers IRC meeting notes, 18 september 2011
How much different is this than U.C. from Farthsary? -Nicholas Bishop is working on Sculpting Meshes with Self-Adaptive Topology http://liris.cnrs.fr/publis/?id=5105 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 2.60 feature(s)
I also have nodes with constant output, perhaps an idea to use it for the coverage node. (I want to experiment this with the LogLum algorithm) Indeed, the Distance node and the Coverage node are constant output nodes. I discuss this with Lukas a while ago and thought maybe it is better to wait till his valuable node improvements go in before getting these nodes in for that very reason. In the current node system up till now, we don't have a really straightforward constant output for comp. nodes at all. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.59 release AHOY!
Just so I'm not confused as a platform builder... are the 39307 builds ok, or are we building again? lol On Fri, Aug 12, 2011 at 8:59 AM, Jim Williams sphere1...@gmail.com wrote: As painful as this attitude seems, I'd have to agree with it. The idea here is to modify expectations -- mostly on the developers part. Umgiven that the next number is to be 6.0 I wouldn't mind seeing that 200 bugs turn into 0 bugs in the near future rather than have to learn new UI. It's really nice when round numbers mean pretty product. On Fri, Aug 12, 2011 at 6:45 AM, Campbell Barton ideasma...@gmail.com wrote: This issue (IMHO) is not worth holding back the release for, we can review Sergey's fix and have it ready for next release. We now have 200 bugs in the tracker, so unless new bugs are found that are regressions from previous releases we're better off sticking to a more strict release cycle, 2.59 release we have now fixes ~140 bugs since 2.58 so IMHO users are still better off with the update and not waiting longer. On Fri, Aug 12, 2011 at 8:22 PM, Jass gaia.cl...@machinimatrix.org wrote: Why don't you just shift the release date (by one week for example), fix the issues as needed and keep trunk frozen for that period ? Wouldn't that help to get out an excellent release and avoid to push out 2.59b one week after 2.59 was released ? Am 12.08.2011 07:52, schrieb Sergey I. Sharybin: Hi, I've got fix for grease pencil in mu branch [1], but it's really that kind of changes which shouldn't be applied in last minute (at least there are several possible issues i wanted to check), so let's limit GP a bit for 2.59. About reloading scripts and so. I've been working on UI in my branch after merging ghash changes there and haven't found any bad sides of this change. About more clear release next time. I'm not sure why this release is so crazy. Is it our lag, lag of coordination or so.. [1] http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=39313 P.S. linux 32/64 bit would be available soon. Campbell Barton wrote: Hi, woke up to find a re-release from a revision that contains changes I made that were *not* intended to be in a stable release - switching operators and menus to hash lookups. We should have branched at r39259 stable and applied patches there before re-releasing. There is also the issue with grease pencil session - where the operator points to data that can be freed on 'Global Undo' (as opposed to the crasher with the modal operators own *fake* undo, fixed 39237 and double undos fixed 39235). Sergey's fix means you can't move the viewport while grease pencil session is enable so the option is now not at all working as it was meant. *Sigh* Since there were 3 fairly bad bugs in this tool (2 crashers), my impression is that option isn't used all that much. A correct fix isn't some small edit, the operator must store data differently, this should have been picked up during normal development, IMHO we should not attempt to sort this out as a last-minute, show-stopper fix. There is the remaining issue: Do we use current bsd/linux/mac builds from r39304 (and wait on win build before announcing), Or re-branch from 39259 and apply a few fixes there and rebuild on all platforms. By not re-branching we break our own guidelines - to unfreeze quick but use a branch for fixes and it feels very sloppy to me. On the other hand my change of moving operators/menu's into a hash isn't that big a deal and works with scripts reloading, freeing, re-registering operators etc - I would expect any bugs here would be obvious and break blender immediately, so I *think* they are safe. Suggest to go ahead with r39304, but next release be more clear with release tag/branch, and the following unfreeze. - Campbell On Fri, Aug 12, 2011 at 3:58 AM, Kent Meinm...@cs.umn.edu wrote: In reply to Sergey I. Sharybin (g.ula...@gmail.com): Didn't know OSX still have got issues with non-trunk verison. I've just commited patch from Jens to solve this problems. We prefer to keep revisions synced for all platforms, so please use Trunk: r39307 Extensions: r2241 Updated tarball of the source and md5sum are in incoming on ftp.blender.org Kent ___ 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 -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- No essence. No permanence. No perfection. Only action. ___ Bf-committers mailing list Bf-committers@blender.org
Re: [Bf-committers] Blender 2.59 release AHOY!
FreeBSD builds are up... again again :) On Thu, Aug 11, 2011 at 11:01 AM, Sergey I. Sharybin g.ula...@gmail.com wrote: Pardon, guys, Didn't know OSX still have got issues with non-trunk verison. I've just commited patch from Jens to solve this problems. We prefer to keep revisions synced for all platforms, so please use Trunk: r39307 Extensions: r2241 as reference for new release archives. I hope it's last update before real release! Anyway, thanks all! -- With best regards, Sergey I. Sharybin ___ 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] Blender 2.59 release AHOY!
I only have a 39307 uploaded.. don't think I put 39304 up... is 39307 ok??? On Thu, Aug 11, 2011 at 7:10 PM, Campbell Barton ideasma...@gmail.com wrote: Hi, woke up to find a re-release from a revision that contains changes I made that were *not* intended to be in a stable release - switching operators and menus to hash lookups. We should have branched at r39259 stable and applied patches there before re-releasing. There is also the issue with grease pencil session - where the operator points to data that can be freed on 'Global Undo' (as opposed to the crasher with the modal operators own *fake* undo, fixed 39237 and double undos fixed 39235). Sergey's fix means you can't move the viewport while grease pencil session is enable so the option is now not at all working as it was meant. *Sigh* Since there were 3 fairly bad bugs in this tool (2 crashers), my impression is that option isn't used all that much. A correct fix isn't some small edit, the operator must store data differently, this should have been picked up during normal development, IMHO we should not attempt to sort this out as a last-minute, show-stopper fix. There is the remaining issue: Do we use current bsd/linux/mac builds from r39304 (and wait on win build before announcing), Or re-branch from 39259 and apply a few fixes there and rebuild on all platforms. By not re-branching we break our own guidelines - to unfreeze quick but use a branch for fixes and it feels very sloppy to me. On the other hand my change of moving operators/menu's into a hash isn't that big a deal and works with scripts reloading, freeing, re-registering operators etc - I would expect any bugs here would be obvious and break blender immediately, so I *think* they are safe. Suggest to go ahead with r39304, but next release be more clear with release tag/branch, and the following unfreeze. - Campbell On Fri, Aug 12, 2011 at 3:58 AM, Kent Mein m...@cs.umn.edu wrote: In reply to Sergey I. Sharybin (g.ula...@gmail.com): Didn't know OSX still have got issues with non-trunk verison. I've just commited patch from Jens to solve this problems. We prefer to keep revisions synced for all platforms, so please use Trunk: r39307 Extensions: r2241 Updated tarball of the source and md5sum are in incoming on ftp.blender.org Kent ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ 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] Blender 2.59 release AHOY!
if you need 39304 for FreeBSD it'll have to wait till tomorrow... :( On Thu, Aug 11, 2011 at 7:29 PM, pete larabell xgl.asyl...@gmail.com wrote: I only have a 39307 uploaded.. don't think I put 39304 up... is 39307 ok??? On Thu, Aug 11, 2011 at 7:10 PM, Campbell Barton ideasma...@gmail.com wrote: Hi, woke up to find a re-release from a revision that contains changes I made that were *not* intended to be in a stable release - switching operators and menus to hash lookups. We should have branched at r39259 stable and applied patches there before re-releasing. There is also the issue with grease pencil session - where the operator points to data that can be freed on 'Global Undo' (as opposed to the crasher with the modal operators own *fake* undo, fixed 39237 and double undos fixed 39235). Sergey's fix means you can't move the viewport while grease pencil session is enable so the option is now not at all working as it was meant. *Sigh* Since there were 3 fairly bad bugs in this tool (2 crashers), my impression is that option isn't used all that much. A correct fix isn't some small edit, the operator must store data differently, this should have been picked up during normal development, IMHO we should not attempt to sort this out as a last-minute, show-stopper fix. There is the remaining issue: Do we use current bsd/linux/mac builds from r39304 (and wait on win build before announcing), Or re-branch from 39259 and apply a few fixes there and rebuild on all platforms. By not re-branching we break our own guidelines - to unfreeze quick but use a branch for fixes and it feels very sloppy to me. On the other hand my change of moving operators/menu's into a hash isn't that big a deal and works with scripts reloading, freeing, re-registering operators etc - I would expect any bugs here would be obvious and break blender immediately, so I *think* they are safe. Suggest to go ahead with r39304, but next release be more clear with release tag/branch, and the following unfreeze. - Campbell On Fri, Aug 12, 2011 at 3:58 AM, Kent Mein m...@cs.umn.edu wrote: In reply to Sergey I. Sharybin (g.ula...@gmail.com): Didn't know OSX still have got issues with non-trunk verison. I've just commited patch from Jens to solve this problems. We prefer to keep revisions synced for all platforms, so please use Trunk: r39307 Extensions: r2241 Updated tarball of the source and md5sum are in incoming on ftp.blender.org Kent ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ 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] Blender 2.59 release AHOY!
well, 12.5 hrs from now... is tomorrow for me. i can have it uploaded in 13hrs from now. On Thu, Aug 11, 2011 at 7:29 PM, pete larabell xgl.asyl...@gmail.com wrote: if you need 39304 for FreeBSD it'll have to wait till tomorrow... :( On Thu, Aug 11, 2011 at 7:29 PM, pete larabell xgl.asyl...@gmail.com wrote: I only have a 39307 uploaded.. don't think I put 39304 up... is 39307 ok??? On Thu, Aug 11, 2011 at 7:10 PM, Campbell Barton ideasma...@gmail.com wrote: Hi, woke up to find a re-release from a revision that contains changes I made that were *not* intended to be in a stable release - switching operators and menus to hash lookups. We should have branched at r39259 stable and applied patches there before re-releasing. There is also the issue with grease pencil session - where the operator points to data that can be freed on 'Global Undo' (as opposed to the crasher with the modal operators own *fake* undo, fixed 39237 and double undos fixed 39235). Sergey's fix means you can't move the viewport while grease pencil session is enable so the option is now not at all working as it was meant. *Sigh* Since there were 3 fairly bad bugs in this tool (2 crashers), my impression is that option isn't used all that much. A correct fix isn't some small edit, the operator must store data differently, this should have been picked up during normal development, IMHO we should not attempt to sort this out as a last-minute, show-stopper fix. There is the remaining issue: Do we use current bsd/linux/mac builds from r39304 (and wait on win build before announcing), Or re-branch from 39259 and apply a few fixes there and rebuild on all platforms. By not re-branching we break our own guidelines - to unfreeze quick but use a branch for fixes and it feels very sloppy to me. On the other hand my change of moving operators/menu's into a hash isn't that big a deal and works with scripts reloading, freeing, re-registering operators etc - I would expect any bugs here would be obvious and break blender immediately, so I *think* they are safe. Suggest to go ahead with r39304, but next release be more clear with release tag/branch, and the following unfreeze. - Campbell On Fri, Aug 12, 2011 at 3:58 AM, Kent Mein m...@cs.umn.edu wrote: In reply to Sergey I. Sharybin (g.ula...@gmail.com): Didn't know OSX still have got issues with non-trunk verison. I've just commited patch from Jens to solve this problems. We prefer to keep revisions synced for all platforms, so please use Trunk: r39307 Extensions: r2241 Updated tarball of the source and md5sum are in incoming on ftp.blender.org Kent ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ 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] Blender 2.59 release AHOY!
FreeBSD builds are up, again :) On Wed, Aug 10, 2011 at 3:26 PM, Sergey I. Sharybin g.ula...@gmail.com wrote: Wait! Haven't noticed that regression. New builds are soon.. Sergey I. Sharybin wrote: Hi, Linux 32/64 builds are there http://download.blender.org/ftp/incoming/ Campbell Barton wrote: Hi devs, I've been keeping an eye on the tracker for new reports since our 2.59RC release and am happy we don't have any real show stoppers. Thomas committed the splash, we have version bumped so think its time to build! Since there is some secret to tagging trunk, lib extensions that Nathan isn't around to impart, for now just build from revisions. Trunk: r39263 Extensions: r2241 I'll be available tomorrow to help with getting the uploads copied to the download dir and update changelog typo3 pages. Really happy with this release :), thanks to everyone for you're contributions! - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- With best regards, Sergey I. Sharybin -- With best regards, Sergey I. Sharybin ___ 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] 2.59 RC Builds - SVN trunk now frozen
Hey guys, I uploaded the FreeBSD builds to d.b.o/incoming/ but they were not moved to release/Blender2.59rc/ was I supposed to upload to that directory??? On Tue, Aug 9, 2011 at 10:13 AM, Mike Erwin significant@gmail.com wrote: Updated the wiki release note regarding 3D mouse -- it does not (yet) transform! Please update text copy that ships with the downloads, if necessary. Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire On Tue, Aug 9, 2011 at 2:44 AM, Thomas Dinges blen...@dingto.org wrote: Thank you Campbell for the logs! :) I would like to call for Release ahoy either today in the evening or tomorrow morning (Europe timezone). Please report any upcoming show-stopper on this list or in #blendercoders. Thanks! Am 09.08.2011 07:57, schrieb Campbell Barton: Changlog for blender + addons. http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/changelog_259 ___ 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] 2.59 RC Builds - SVN trunk now frozen
I doubt I'll have time to build any extra parts in the next few days. I can provide a working build from trunk of r39167 to FTP. If more people want the extra stuff (NDOF testing and such) for FreeBSD, I'll have to allocate some time to do it. On Mon, Aug 8, 2011 at 11:44 AM, Thomas Dinges blen...@dingto.org wrote: Still waiting for the Mac and FreeBSD Builds. :) Am 08.08.2011 09:14, schrieb Thomas Dinges: Hi Sergey, thanks, then let's see. (Daniel will test :) ) No, 39167 only has Mac related build fixes, no need to rebuild. Best regards, Thomas Am 08.08.2011 08:57, schrieb Sergey I. Sharybin: Hi, Tomas! My builds should be with ndof support. At least it's enabled in rules and there's ndof-related messages at startup. But i haven't got such device so can't give you 100% sure that it works fine. Should i rebuild linux rc with revision 39167? Thomas Dinges wrote: Commited a mac build fix in SVN 39167. I also want to make sure that release builders build with ndof please. So Mac/Linux Builders, install the necessary drivers please. Otherwise those releases will come without ndof support. Thanks! Am 07.08.2011 21:05, schrieb Thomas Dinges: Hey Release Builders, please use SVN 39164 for the release candidate builds. As from now on, only show-stopper fixes are allowed. Don't commit fixes which are not really necessary. Please everyone run the regression test files, so we don't have to make an a release this time. Thanks everyone for your great work! -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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] 2.59 Release Candidate freeze in 2 hours
I'm unavailable to provide a FreeBSD build until Monday August 8th, CDT timezone. On Sun, Aug 7, 2011 at 12:36 PM, Thomas Dinges blen...@dingto.org wrote: Hey everyone, please add your last fixes and commits, I would like to call for release candidate ahoy in approx. 2 hours. But please only commit really necessary fixes now. Thanks -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ 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] Material Nodes: No normals in worldspace?
Hey guys, I wrote the patch to add reflection mapping (and could easily extend to other things like WS normals) to the material nodes. The issue behind the patch's delay is more of a logical issue of what parts of blender you want to expose to the node system. I spoke with kaito about this for a while and he had a good idea how we could do it without exposing render core internals. If I get a little more time I will implement the way kaito and I discussed. Cheers! Pete On Thu, Jul 21, 2011 at 2:15 AM, michael williamson micha...@cowtoolsmedia.co.uk wrote: On 21/07/11 00:37, Tobias Oelgarte wrote: in this simple case. It could be much easier and powerful to have worldspace normals and maybe even the view-vector in wordspace coordinates. This would allow many new possibilities for reflection mapping and other cool stuff. On top of that it would work smoothly together with GLSL and shouldn't be so hard to implement. Maybe this can convince one of the programming gods to implement this feature? It would be much easier! For reflection I've found the current system works fine, but if normals were changed to world space then view would have to as well It'd be nice to get object origins and current shading points world coordinates available in the nodes too so you could do x distance from empty for example... I know you can a bit of that in texture nodes... but would be nice in material nodes! ___ 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] Blender Conference: free tickets for active developers
If only I can get my company to pay the airline ticket... :) On Thu, Jul 14, 2011 at 11:49 AM, Ton Roosendaal t...@blender.org wrote: Hi all, In order to get more developers participating in the Blender conference, they'll get free passes again! The definition of what a 'developer' is to have at least 2 accepted commits in trunk. In the past 12 months (preferably)! Anyway, the steps to get this free ticket is as follows: - in case you doubt about the acceptability of your commit amount or quality, contact me. - order the ticket in the Blender store. Don't pay! http://www.blender3d.org/e-shop/product_info_n.php?products_id=128 - Forward me the order confirmation, to have the ticket marked paid. Note: the dinner/drinks on saturday evening is excluded from this offer. That you can pay in cash on picking up the badge at the conference. Do note this in order, we have only have limited dinner tickets. Note 2: all developers who make use of this offer get a special colored badge, so the artists know who to bother! Yeah, you knew there was a catch! ;) Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] Proposal: Untangled delete
Hello, On Mon, Jul 11, 2011 at 2:30 AM, j.bak...@atmind.nl j.bak...@atmind.nl wrote: 1. the first value inputsocket will be used for all value output sockets 2. the first vector inputsocket will be used for all vector output sockets 3. the first color inputsocket will be used for all color output sockets How would this handle nodes like the two defined in CMP_valToRgb.c ??? In these cases (and others) there may not be matching input-output socket types... Cheers! Peter ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] splitting (off) hair
phony I can say I and others I know would also donate if you can write it up. On Fri, Jul 1, 2011 at 7:41 AM, Jonathan Williamson jonat...@montagestudio.org wrote: If a system such as the ones Fancois T. just posted and has posted before were to be implemented I would absolutely donate. I can also make sure the campaign is heavily featured on Blender Artists and give it an ad spot on Blender Cookie. -- Jonathan Williamson Instructor - http://www.blendercookie.com (http://www.blendercookie.com/) Personal Trainer - http://www.mavenseed.com (http://www.mavenseed.com/) Portfolio - http://www.jw3d.com (http://www.jw3d.com/) On Friday, July 1, 2011 at 5:23 AM, François T. wrote: and I'll drop those links one more time, since I would donate for this, and I bet would not be the only one *Super-Helices for Predicting the Dynamics of Natural Hair* - video : http://www.lmm.jussieu.fr/~audoly/research/hair06/HairDVDVideoQT.html - paper : http://www.lmm.jussieu.fr/~audoly/research/hair06/BA_hair_siggraph06.pdf *Predicting Natural Hair Shapes by Solving the Statics of Flexible Rods* - paper : http://www-evasion.imag.fr/Publications/2005/BAQLLC05/BertailsElectronicFinalEG.pdf - publication : http://www-evasion.imag.fr/Publications/2005/BAQLLC05/ - video 1 : http://www-evasion.imag.fr/Publications/2005/BAQLLC05/astaticStrandEG05.mpg - video 2 : http://www-evasion.imag.fr/Publications/2005/BAQLLC05/fullModellingEG05.mpg - Basile’s Website : http://www.lmm.jussieu.fr/~audoly/ 2011/7/1 Christopher Cherrett ccherr...@openoctave.org (mailto:ccherr...@openoctave.org) Original Message Subject: Re: [Bf-committers] splitting (off) hair From: Lukas Tönne lukas.toe...@googlemail.com (mailto:lukas.toe...@googlemail.com) To: bf-blender developers bf-committers@blender.org (mailto:bf-committers@blender.org) Date: 07/01/2011 01:54 AM I'm sorry people, i have given up on hair systems :( My primary intention was to get the hair code out of the way of particle development, so i can finish paged buffer implementation and then continue working on nodes. As it turns out, separating hair code from particle code is just as much work, if not more, than writing it from scratch. After all i'm a volunteer like most other coders here, so as long as nobody pays me for this, i'm not going to waste my time on it. This means that hair will be either broken or completely missing from paged particles. Whether or not the new dynamic buffers will make it into trunk will therefore depend on a) dropping hair support officially (unlikely) b) finding somebody to voluntarily fix the hair systems (i.e. make it work somehow) or code a new hair system (the latter would be much preferred, but takes time) c) raising enough money to get b) done Again, i'm sorry, but it looks like you will have to live with crappy particles - or use my branch and accept that there is no (more or less) working hair system. ___ Bf-committers mailing list Bf-committers@blender.org (mailto:Bf-committers@blender.org) http://lists.blender.org/mailman/listinfo/bf-committers Why not write up a proposal with some objectives and clearly defined prices to implement it yourself. Then the community can start to fund raise for it. Thanks! -- Christopher Cherrett ccherr...@openoctave.org (mailto:ccherr...@openoctave.org) http://www.openoctave.org ___ Bf-committers mailing list Bf-committers@blender.org (mailto:Bf-committers@blender.org) http://lists.blender.org/mailman/listinfo/bf-committers -- François Tarlier www.francois-tarlier.com (http://www.francois-tarlier.com) www.linkedin.com/in/francoistarlier (http://www.linkedin.com/in/francoistarlier) ___ Bf-committers mailing list Bf-committers@blender.org (mailto: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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.58a release AHOY
FreeBSD builds are up. On Fri, Jul 1, 2011 at 10:19 AM, Campbell Barton ideasma...@gmail.com wrote: Can we also fix extension revision at say r2080 ? On Fri, Jul 1, 2011 at 2:55 PM, Ton Roosendaal t...@blender.org wrote: Hi release builders, The last commit has been done (package named 2.58a). That's r38019, use this for the build? A tag will come later, needs Nathan magic :) I'll collect builds and put them online as usual. Thanks! -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ 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] Node property panel enhancement
+1 on this. I actually prefer to see everything on each node itself, but see the importance of having lots of virtual space on the panel, esp. if we can draw top-to-bottom like in the proposed picture. Having been programing node-related things for the past 3 or 4 months, I can say I fully support this idea, and feel the extra code required would not be THAT big of a deal. You wouldn't HAVE TO add the extra code at all, and for times when it REALLY makes sense, it'd be great to have. Cheers! Pete On Mon, Jun 27, 2011 at 1:02 PM, j.bak...@atmind.nl j.bak...@atmind.nl wrote: Hi! I have a proposal I want to validate as there are multiple options and I want to check what we want. This is one of the many proposals I have, the other will be validated in a later stage. The proposal is located on http://ocl.atmind.nl/doku.php?id=design:proposal:nodes_property_panel_enhanc ement When finished I will move it over to the blender wiki. == Proposal: Nodes property windows enhancement == = Current situation = in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance finetuning handles you only want to appear in the property panel to reduce place in the node itself. = Proposal = My proposal is to separate the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' = Impact = BKE_node.h add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. node_buttons.c if the uifuncbut is set, call it. currently calls the uifunc method drawnode.c static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. mail2web.com - Microsoft® Exchange solutions from a leading provider - http://link.mail2web.com/Business/Exchange ___ 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] release ahoy soon, last chance for tests!
Yeah I'm still alive :) On Tue, Jun 21, 2011 at 11:19 AM, Ton Roosendaal t...@blender.org wrote: Hi, Linux/OSX/Windows Platform builders have reported in too. Pete is around for freebsd? The splash committee is still searching :) Final commits + tag will follow this evening or tomorrow morning (EU timezone). You can already prepare builds and just svn-up though! Regression files seem to survive OK. :) But tests are welcome, especially scripts. Laters, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] Blender 2.58 release AHOY!
FreeBSD 32 and 64 bit are up. On Tue, Jun 21, 2011 at 12:24 PM, Nathan Letwory nat...@blender.org wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 21.6.2011 19:59, Ton Roosendaal wrote: Hi all, That went smooth today :) Splash commit had r37699, tag is being done now (r37700 most likely, Nathan will confirm!) Almost r37700 (I did get the revision on my name, but) r37702 became the correct revision. So release builders, check out https://svn.blender.org/svnroot/bf-blender/tags/blender-2.58-release with revision r37702 and do your thing. /Nathan - -- Nathan Letwory Blender Foundation | Letwory Interactive http://www.blender.org | http://www.letworyinteractive.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJOANPRAAoJEKtfN7KsE0Ttg7IH/26bJ4KQaYgAvgJ7/BjTIj4y kVsrPhLXqAGTZNBbTgzFcKITSXB0HzYjYZGc0BAqBpfn39Frer5Ta0f5w0ke+GGn yOW4fzqIg2U4fk4l2M/GizhXHtF/HZwlBBKGUA/uzk12ZV+f6q2jMBu+FNkiViYJ tG34PYpDaAxI4qRYbDzKYKf0d10wrgrrztv4WQxOXKQDoJs9YJ9nyWQw0ZvBPvUN asANTC7rSIKhxFncRfOfeX1dyZAoVwAVk+dJU64xQ2Nu1w2LcKeljijkfNKkyNHE AVrgGYHQk/VEDbBRh+CYZ7KkK+bbbr3+/CeyetPocqd7QhKjxdWM0grxp8Ur3t4= =nB2L -END PGP SIGNATURE- ___ 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] Environment Map Rendering
Jai, Maybe I'm misunderstanding what exactly you want, but it seems to me you are really asking about reflections, and not environment maps. Env. Maps are exactly as their name suggests, maps. They are simply images, 2d, that are used as textures with specially crafted UV coordinate generation to make them look like they are reflections. An env. map doesn't actually reflect anything from the scene at all, volumetric or not. Can you perhaps send URL an example .blend file that clearly illustrates what you are doing now, along with a complete description of what you'd like it to do in the future? fyi, I'm not saying I have time to implement another new feature, I'm just hoping further clarification will help you find someone who has time to do so. Cheers! Peter On Sun, Jun 19, 2011 at 5:34 AM, Jai Ljubić jaikk...@gmail.com wrote: Hi, I'm new to lists so forgive me if I've sent the wrong sort of thing to the wrong place or any other faux pas. I require some improvements to environment map rendering, and willing to offer the little money I have. Things such as volumetric objects appearing in envmap renders is what I need done. I understand the developers plan to make these improvements but it would be a great help if it were available sooner rather than later. Is anyone initially interested in making an arrangement? Jai Lee Ljubić ___ 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] [BGE PROPOSAL] Saving converted scenes
I'm not commenting on whether or not the approach is correct, but in the chance that the approach is correct: bump up version number char[3] to a char[4] since there are 2.49 and 2.49a and 2.49b and things of that nature. If a file structure was to slightly change between such releases it'd be worth that extra byte to go ahead and store that too. On Sun, Jun 19, 2011 at 5:42 AM, Trouble Maker maker...@gmail.com wrote: Hi, i made a more detailed proposal for saving converted scenes to file. You can find it here http://wiki.blender.org/index.php/User:Makers_F/Save_converted_BGE_data_out_to_a_file There are still some thing undefined, but i would really like to know if i took a good path for doing this, or there are better methods. ___ 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] Smooth shading could be better (compared to C4D)
We'd also need to know if normals are coming over with the .obj or are they being calculated once inside Blender? On Thu, Jun 16, 2011 at 3:54 PM, Tom M letter...@gmail.com wrote: would be good to provide a few screenshots so people can see what blender does and what you would like it to do. LetterRip On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster andreas_gals...@hotmail.de wrote: Today I received a model as an .obj file from Cinema4D to continue working on it, while my workmate is on vacation. It turned out that the smooth shading in Blender highlights/shows shading artifacts due to toplogy (like poles) a lot more than Cinema4D does. Also beveled edges and corners are displayed a lot smoother in C4D. Maybe someone can look into this? Kind regards, Andreas Galster ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Smart nodes aren't so smart
+1 on that. I find myself disconnecting the auto-connected nodes a vast majority of the time. I do think it's cool that Blender can do it, but I'd prefer it to be disabled by default for sure. On Sat, May 28, 2011 at 2:11 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: This behavior of nodes making connections automatically, can we just get rid of it pretty please? nice intention but it doesn't work :) 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
[Bf-committers] Blender 2.57 and Ubuntu 11.04
Hey all, I just installed Ubuntu 11.04 today and notice that the version of Blender in the software center is still 2.49b. Is this something WE fix or something Ubuntu fixes??? ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57 and Ubuntu 11.04
I spoke with the ubuntu people, it is going to be in 11.10 in October. It had to do with ubuntu using debian packages and the packages were build for the OS when blender 2.56 was still obviously beta and they don't put beta as a release 2.57 release will be in 11.10 On Thu, Apr 28, 2011 at 1:56 PM, Knapp magick.c...@gmail.com wrote: Sorry about the double post but I wanted to point out that installing Blender to Ubuntu is super easy. Just download it, unzip, and then point the link to blender -w and point the icon to the icon file or make a new icon link in the menu and point that to the new blender and icon. I have both 2.49 and 2.50 on my system. KDE btw. I don't do Gnome. On Thu, Apr 28, 2011 at 8:46 PM, Knapp magick.c...@gmail.com wrote: On Thu, Apr 28, 2011 at 6:22 PM, Kent Mein m...@cs.umn.edu wrote: In reply to pete larabell (xgl.asyl...@gmail.com): Hey all, I just installed Ubuntu 11.04 today and notice that the version of Blender in the software center is still 2.49b. Is this something WE fix or something Ubuntu fixes??? It's something they fix. Kent That is true BUT we can make a PPA. https://help.launchpad.net/Packaging/PPA https://help.launchpad.net/Packaging/PPA I really think it would be good for us to have this and to keep it updated because Ubuntu will only do this when they update there system every 6 months. The likely update time for Blender with Ubuntu will be October 2011. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ 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] Blender 2.57 and Ubuntu 11.04
yup On Thu, Apr 28, 2011 at 3:21 PM, Knapp magick.c...@gmail.com wrote: On Thu, Apr 28, 2011 at 8:59 PM, pete larabell xgl.asyl...@gmail.comwrote: I spoke with the ubuntu people, it is going to be in 11.10 in October. It had to do with ubuntu using debian packages and the packages were build for the OS when blender 2.56 was still obviously beta and they don't put beta as a release 2.57 release will be in 11.10 11.10 = 2011.October (just to be clear about that number). Ubuntu is always year and then 4 or 10 month that goes with their release cycle. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ 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] Blender 2.57b AHOY!
FreeBSD builds are up :) On Tue, Apr 26, 2011 at 7:39 AM, Ton Roosendaal t...@blender.org wrote: Hi all, We're all fallible human beings, and that's even more so for myself. :) Fixing a quite obscure crash in a menu caused other more common menus to crash. That's been fixed now, and it's nicer for our users to also put that online. Nathan Campbell prepared the tag and a log for a 'b' update. So - for the last 2.57 time - let the build systems go! - revision 36339 - tagged as 2.57b-release https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57b-release Thanks! -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] Blender IRC meeting, sunday 24 april 2011
Sorry I'm a bit unclear on this then... Are we, or are we not, having new release builds sent to ftp by official builders? If so, what revision should we check out to build releases? Cheers! On Sun, Apr 24, 2011 at 9:42 AM, Sergey I. Sharybin g.ula...@gmail.com wrote: Hi all Here's a summary of topics: 1) Blender 2.57 release: - One more crash was detected in Blender 2.57a release (crash when using Enter in menus which load file). - There was no final decision about update release, but everybody agreed it's annoying bug and it would be cool to get updated official release builds. - Sculpting on non-locked keys was commited by Sergey. Also, he wanetd to mention that sculpting on constructive modifiers isn't disabled forever and returning of this option with better implementation is already in his TODO list. 2) Other projects - Lukas Toenne is working under cleaning up his particles-2010 branch. He mentioned that core changes he made to the node system would be very beneficial. 3) Google Summer of Code - Official announcement of accepted students would be tomorrow, April 25 19:00 UTC. -- With best regards, Sergey I. Sharybin ___ 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] Blender 2.57a AHOY!
FreeBSD builds are up. :) On Thu, Apr 21, 2011 at 9:14 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Revision: 36273 Tagged: https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57a-release Release builders can put builds in the usual locations :) If all goes fine - yes we can! - svn opens up as usual for work on 2.5x related targets and more bugfixing tomorrow. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] development of conditional pass-thru node for compositor
not quite sure where this will end up, but it's working in it's current form, thought i'd share a quick render http://www.pasteall.org/pic/11269 basic idea is: if(op1.pixel **TEST_HERE** op2.pixel){ out.pixel = pass_if_true.pixel;//the 3rd input }else{ out.pixel = pass_if_false.pixel; // the 4th input } obviously that's pseudo-code. :) current tests available are ==, !=, , , =, = plan to allow full RGBA sockets for at least the bottom 2 inputs and output socket. Cheers! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] development of conditional pass-thru node for compositor
indeed, certainly not saying it has to go into blender :) Just wanted an easy and fast way to get overlapping parts of alphas and such for an experiment. thought someone could find it interesting. Perhaps I'm not familiar enough with the other nodes, but i didn't see a really simple way to do all the tests i wanted to be able to do. On Wed, Apr 20, 2011 at 1:29 PM, Xavier Thomas xavier.thomas.1...@gmail.com wrote: Hi Pete, In fact the math node (in the convertor category) does something similar. It does not have the pass if true and pass if false socket but it's output can be used as mask to achieve the same result. I personally think your node is redundant, maybe more effective in terms of performances but also less flexible. It is a pity that we cannot do nodes plugins in C so that one can distribute some specialized node, because bloating the sets of defaults nodes (provided with Blender by default) is not really an option too, it will confuse user too much. Xavier 2011/4/20 pete larabell xgl.asyl...@gmail.com: not quite sure where this will end up, but it's working in it's current form, thought i'd share a quick render http://www.pasteall.org/pic/11269 basic idea is: if(op1.pixel **TEST_HERE** op2.pixel){ out.pixel = pass_if_true.pixel; //the 3rd input }else{ out.pixel = pass_if_false.pixel; // the 4th input } obviously that's pseudo-code. :) current tests available are ==, !=, , , =, = plan to allow full RGBA sockets for at least the bottom 2 inputs and output socket. Cheers! ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] development of conditional pass-thru node for compositor
Xavier, Thanks. I was actually more concerned with the == and != operators. Do you have a quick way of doing those with regular nodes too? That is the main goal for me. As far as full sample goes, yeah. :) I know all about it. :) Had to deal with it whilst making another node... http://www.youtube.com/watch?v=VcjEfoNIHZs I ended up changing the way I do that now, so it no longer works like in that vid, but you'll get the idea. Thanks again! Pete On Wed, Apr 20, 2011 at 2:17 PM, Xavier Thomas xavier.thomas.1...@gmail.com wrote: Also, if you want anti-aliasing to work on setup like this, you should set Full Sample Anti-Aliasing ON. 2011/4/20 Xavier Thomas xavier.thomas.1...@gmail.com: hi Pete, I thought you might be interested in a fast and easy way to do this with blender nodes: http://www.pasteall.org/pic/11274 2011/4/20 pete larabell xgl.asyl...@gmail.com: indeed, certainly not saying it has to go into blender :) Just wanted an easy and fast way to get overlapping parts of alphas and such for an experiment. thought someone could find it interesting. Perhaps I'm not familiar enough with the other nodes, but i didn't see a really simple way to do all the tests i wanted to be able to do. On Wed, Apr 20, 2011 at 1:29 PM, Xavier Thomas xavier.thomas.1...@gmail.com wrote: Hi Pete, In fact the math node (in the convertor category) does something similar. It does not have the pass if true and pass if false socket but it's output can be used as mask to achieve the same result. I personally think your node is redundant, maybe more effective in terms of performances but also less flexible. It is a pity that we cannot do nodes plugins in C so that one can distribute some specialized node, because bloating the sets of defaults nodes (provided with Blender by default) is not really an option too, it will confuse user too much. Xavier 2011/4/20 pete larabell xgl.asyl...@gmail.com: not quite sure where this will end up, but it's working in it's current form, thought i'd share a quick render http://www.pasteall.org/pic/11269 basic idea is: if(op1.pixel **TEST_HERE** op2.pixel){ out.pixel = pass_if_true.pixel; //the 3rd input }else{ out.pixel = pass_if_false.pixel; // the 4th input } obviously that's pseudo-code. :) current tests available are ==, !=, , , =, = plan to allow full RGBA sockets for at least the bottom 2 inputs and output socket. Cheers! ___ 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 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57 release AHOY (2)
Ton, My FreeBSD builds weren't deleted, I can't upload the new ones... can someone please remove them? Thanks! Pete On Wed, Apr 13, 2011 at 4:27 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Last minute fixes happened :) typically of course in commits that were done last minute too! Please update to r36147 and rebuild? Sorry for the extra work. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] Geometry in Compositor or Quadrangulation???
If this is ok with blender peeps that I implement something like this... I can start work on it. Is there any major reasons I *shouldn't* do something similar to that? On Tue, Apr 12, 2011 at 10:18 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Ok here's the ultimate sucky mockup for a 2D masking environment. I focuses on a getting the basics of masking well done. leaving better integration with 3D scene for later. http://www.zanqdo.com/tmp/MockUpMask.png Daniel Salazar 3Developer.com On Tue, Apr 12, 2011 at 3:54 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: after a chat with Matt we agreed that there are two areas to take care now or eventually: 1- masking tools: simple, independant from 3D view, interactive, probably work inside *image editor*. rotobezier, power windows, etc go here 2- integration of 3D scene: this should be done by making a better *blender internal*. the renderer should handle non obstructive rendering of custom jobs, like it does with material preview renders. It should handle different cameras or resolution (to be able to render outside of main view's screenspace) and it should be able to render simple geometry like shadeless objects or normals as fast as possible. This is actually simmilar to an old design of mine that uses the 3D view instead of the image editor but still focuses on tweaking Blender Internal to be more flexible https://docs0.google.com/drawings/edit?id=1VLs3SkOjn9TVYtet0KvNTVLWvcgaH4gVYIUrMOMp_xoauthkey=CIK37ecLhl=en what Pete is doing is probably a mix between the two and that's probably a bad idea :s cheers! Daniel Salazar 3Developer.com On Tue, Apr 12, 2011 at 12:04 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: to elaborate the problems with everything that has to be with scene data and compositing together are speed/interactivity and integration. what do you suggest? Daniel Salazar 3Developer.com On Mon, Apr 11, 2011 at 11:58 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: What do you suggest? (not focusing on the pure topic of masking) Daniel Salazar 3Developer.com On Mon, Apr 11, 2011 at 11:51 PM, Matt Ebb m...@mke3.net wrote: On Tue, Apr 12, 2011 at 3:35 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Indeed! :) *but!* there are other uses for having a geometry node in the compositor like bringing geometry normals, vectors, alphas and what not and all interactive (no need for regular render). It's what other compositors do to integrate the 3D view with the compositor. We can see this as a step of integration. What do you think Matt? I think it's a bad idea. Blender already has a renderer and that's what it's for. Duplicating code to make an entirely separate renderer that's only used in the comp would end up in a world of overcomplicated pain. If there are problems with the workflow of rendering elements to be used in comp, then that should be worked on itself, I don't think the solution is to ignore it and build an entirely separate thing. But that's all putting the cart way before the horse anyway, when so much of blender's compositor is still at quite a basic level for 2d manipulations. 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57 release AHOY (2)
and Done! FreeBSD r36147 builds are up. :) On Wed, Apr 13, 2011 at 9:03 AM, Ton Roosendaal t...@blender.org wrote: Hi Pete, Done! -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 13 Apr, 2011, at 15:47, pete larabell wrote: Ton, My FreeBSD builds weren't deleted, I can't upload the new ones... can someone please remove them? Thanks! Pete On Wed, Apr 13, 2011 at 4:27 AM, Ton Roosendaal t...@blender.org wrote: Hi all, Last minute fixes happened :) typically of course in commits that were done last minute too! Please update to r36147 and rebuild? Sorry for the extra work. Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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 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] Blender 2.57 Release AHOY! (1)
FreeBSD-i386 and FreeBSD-amd64 are up on ftp. On Tue, Apr 12, 2011 at 1:46 PM, Nathan Letwory nat...@letworyinteractive.com wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 12.4.2011 21:17, Nathan Letwory wrote: On 12.4.2011 21:14, Ton Roosendaal wrote: Hi all, Before we awesome builders do our building job, I want to first do the actual tagging of both bf-blender and bf-extensions. I'll reply to this message with the correct revision to get of blender-2.57-release tag when I'm done. Blender sources: svn co https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57-release/blender/@36129 blender-2.57-release also get your platform lib/* folder if necessary svn co https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57-release/lib/windows/@36129 lib/windows (of course getting everything from under the tag is allowed too ;): svn co https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57-release/@36129 blender-2.57-release ) Have fun building! /Nathan - -- Nathan Letwory Letwory Interactive | Studio Lumikuu http://www.letworyinteractive.com | http://www.lumikuu.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJNpJ4eAAoJEKtfN7KsE0Ttw8gIAIn+e68Wvb6jYxsVgPXITxXB F+M+rhn1CyUPpnwMf9I4Gi7/yPdxYwgL3MSgZpEFbytXKeeJDENfSl8KSn2kJ8rt anCbZusAqEIgF1GvdN6FOFf0rHeEvi7MtEpFr4mPpZ+mxI5gM8oLQHsg2qgQYU16 RH29zHCPT3NbIM4C2pGgw0WS6fcrqdupvPC/zoit9VjpZ+h8TL/yWNM0/SK9DYgI dva53RS9WJNBt/B8A0QeP3H2PiU1syoFaiWbfm/RJ7M87Ols6lIkJ/8NCFkbwxOP 1pBYeRxN1e4Y4g9bVJaJfBEbx2zvJhdyA8NjAJ7pw5b6Ka/Z2DqIIqUubNxI8lc= =ymP2 -END PGP SIGNATURE- ___ 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] Geometry in Compositor or Quadrangulation???
Hi all! I now (after seeing poll) completely understand that the auto-retopo is what more people that were voting want to see. However... In my efforts to better understand Blender's mesh/data representation, I feel that doing an easy 3d_to_2d rasterizer for compo. tools would be better for me to start with. I don't believe doing the compo. part will take longer than a week, and it'd sure help me to get a better idea of how Blender stores data. After 2 decades of graphics programming I don't feel that either project is outside of my ability to do, but I am still somewhat new to Blender's codebase. Implementation of the Double Edged Matte node took 1 day, and that was my first time ever coding for Blender. Maybe I'm wrong, the mask rasterizer could end up taking longer than 1 week, but I really doubt it. As soon as I have that working correctly, I will switch development over to an implementation of the greedy mixed int. quad. retopo system. ** in reply to the widget idea ** I do think that's a great idea, I will get it working as a node first, then let someone more familiar with the other areas of blender get the code working in the other areas. If nobody picks it up and gets it to a good workflow state, then perhaps I shall take a look at it after the retopo. On Sun, Apr 10, 2011 at 6:30 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Pete I tough you where already working on the geometry node? What happened? This is a disappointing way of measuring the development priorities. Why not asking in a BlenderArtists poll if they prefer an improved DAG or if they rather prefer a Realistic Spit Simulator! (insert awesome promotional videos from other software packages). If this was the way we steer development I'd just loose all hope in improving workflows and tools for specialized communities like the growing VFX community in Blender. Do a google search for blender rotobezier to see how much real interest from VFX artists is there. cheers Daniel Salazar 3Developer.com On Sun, Apr 10, 2011 at 4:48 PM, Tom M letter...@gmail.com wrote: Did a poll at blenderartists.org http://blenderartists.org/forum/showthread.php?214657-fast-automatic-retopologizing-or-better-masking-tool-for-the-compositor-foe-live-film So no need to reply on list as to preference - discussion and voting can take place there. LetterRip On Sun, Apr 10, 2011 at 12:45 PM, Tom M letter...@gmail.com wrote: For the artists - this image will make more sense to them, then the technical name of the process http://www-i8.informatik.rwth-aachen.de/typo3temp/pics/dc5508c320.png LetterRip On Sun, Apr 10, 2011 at 12:43 PM, Tom M letter...@gmail.com wrote: On Sun, Apr 10, 2011 at 12:17 PM, pete larabell xgl.asyl...@gmail.com wrote: 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? More than 90% of Blender artists use the modeling tools, less than 1% currently use the compositor for doing masking and other tools for compositing of live action footage.. So the user view would be pretty overwhelmingly for the 'mixed integer quadrangulator' (although to them it would be called automatic retopology). LetterRip ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Geometry in Compositor or Quadrangulation???
Hello, Can someone tell me where to find the rules for what can and cant be posted on blenderartists? I'm trying to post an explanation of my decision in the forum but my post keeps getting denied saying it either contains URLs (which it doesn't) or contains forbidden words (which would confuse me as I didn't use anything *bad* lol) Is mentioning the word NaN fobidden?? :) On Mon, Apr 11, 2011 at 10:14 AM, Ton Roosendaal t...@blender.org wrote: Hi Pete, Thanks for your cogent decison :) Daniel: Polls are typically just biased, manipulative and populistic. That's not how I want to work here either. Tom: I would appreciate it if people don't claim to know what the majority wants, or speak on their behalf. -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 11 Apr, 2011, at 16:23, pete larabell wrote: Hi all! I now (after seeing poll) completely understand that the auto-retopo is what more people that were voting want to see. However... In my efforts to better understand Blender's mesh/data representation, I feel that doing an easy 3d_to_2d rasterizer for compo. tools would be better for me to start with. I don't believe doing the compo. part will take longer than a week, and it'd sure help me to get a better idea of how Blender stores data. After 2 decades of graphics programming I don't feel that either project is outside of my ability to do, but I am still somewhat new to Blender's codebase. Implementation of the Double Edged Matte node took 1 day, and that was my first time ever coding for Blender. Maybe I'm wrong, the mask rasterizer could end up taking longer than 1 week, but I really doubt it. As soon as I have that working correctly, I will switch development over to an implementation of the greedy mixed int. quad. retopo system. ** in reply to the widget idea ** I do think that's a great idea, I will get it working as a node first, then let someone more familiar with the other areas of blender get the code working in the other areas. If nobody picks it up and gets it to a good workflow state, then perhaps I shall take a look at it after the retopo. On Sun, Apr 10, 2011 at 6:30 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Pete I tough you where already working on the geometry node? What happened? This is a disappointing way of measuring the development priorities. Why not asking in a BlenderArtists poll if they prefer an improved DAG or if they rather prefer a Realistic Spit Simulator! (insert awesome promotional videos from other software packages). If this was the way we steer development I'd just loose all hope in improving workflows and tools for specialized communities like the growing VFX community in Blender. Do a google search for blender rotobezier to see how much real interest from VFX artists is there. cheers Daniel Salazar 3Developer.com On Sun, Apr 10, 2011 at 4:48 PM, Tom M letter...@gmail.com wrote: Did a poll at blenderartists.org http://blenderartists.org/forum/showthread.php?214657-fast-automatic-retopologizing-or-better-masking-tool-for-the-compositor-foe-live-film So no need to reply on list as to preference - discussion and voting can take place there. LetterRip On Sun, Apr 10, 2011 at 12:45 PM, Tom M letter...@gmail.com wrote: For the artists - this image will make more sense to them, then the technical name of the process http://www-i8.informatik.rwth-aachen.de/typo3temp/pics/dc5508c320.png LetterRip On Sun, Apr 10, 2011 at 12:43 PM, Tom M letter...@gmail.com wrote: On Sun, Apr 10, 2011 at 12:17 PM, pete larabell xgl.asyl...@gmail.com wrote: 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? More than 90% of Blender artists use the modeling tools, less than 1% currently use the compositor for doing masking and other tools for compositing of live action footage.. So the user view would be pretty overwhelmingly for the 'mixed integer quadrangulator' (although to them it would be called automatic retopology). LetterRip ___ 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 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] Geometry in Compositor or Quadrangulation???
Matt: Yes there is a fast way to make a mask from a curve without triangulating it whatsoever. I really only wanted mesh data so I could construct outlines of shapes by testing normals and a few other things then fill them without any polys at all. Id be happy to make it a REAL comp system that gets done somewhere else (VSE?) but im not a comp. guy myself and didnt/dont understand where people WANT it done. If someone... ZanQdo... :) was willing to make fake screenshots of what it SHOULD be like... I would be happy to do it that way. Again I was simply going with comp. nodes because at the time I didnt realize all the other uses for it... CHEERS. On 4/11/11, Matt Ebb m...@mke3.net wrote: On Tue, Apr 12, 2011 at 12:23 AM, pete larabell xgl.asyl...@gmail.com wrote: In my efforts to better understand Blender's mesh/data representation, I feel that doing an easy 3d_to_2d rasterizer for compo. tools would be better for me to start with. Hi Pete, if the purpose of this is for spline roto shapes in the compositor, I wouldn't worry about full 3d to 2d stuff, or mesh data, or anything like that. The whole edit-mesh-in-3d-view-for-comp-matte is just a cheesy workaround for not having proper roto shapes editable in the compositor itself, and is much worse workflow wise. Ideally all you really need is to store your spline data in the comp node (can even reuse blender's beztriple structures etc perhaps) then tessellate* and render that to a greyscale soft matte. Although the problem of not currently being able to edit the bezier points in the image viewer still exists (hence the reason for all this 3d view-render layer-comp tomfoolery), there can be other workarounds for UI to use temporarily too. Trying to make a totally generic system of rasterizing blender's 3d data is really overcomplicating things and makes things too unclear between actual rendering and a super fast/interactive, specialised tool for roto. Matt * Is there any way of rendering (soft) spline shapes without tessellation? point sampling somehow? I have no idea, be interesting to know what other graphics libraries/compositors do. ___ 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] Geometry in Compositor or Quadrangulation???
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] RC2 builds please!
A wiki-page with description of building environment for release builds would be very useful. I found that when I started build on FreeBSD, I could certainly compile fine, but had no idea there even WAS a difference between those builds and release builds until I found out I had been doing it wrong. :) On Tue, Apr 5, 2011 at 2:15 AM, Sergey I. Sharybin g.ula...@gmail.com wrote: @Rafael: sure @all: maybe wiki-page with description of setting of building environment for releases would be useful? rsaave...@ono.com wrote: Thanks Sergey, I will check them. Could I mail you if there are something I can't figure out ? -- Rafael Rios Mensaje original De: g.ula...@gmail.com Fecha: 04/04/2011 20:17 Para:bf- committ...@blender.org Asunto: Re: [Bf-committers] RC2 builds please! Rafael, We aren't using default scons rules for release builts. Things are much complicated to make binary file which would run on the most of platforms. U could check build_files/config/*.py if u want to see configs we're using for release builds ;) rsaave...@ono.com wrote: Hi, I am not the builder of the official release, I am only a blender follower wanting to help I have compiled r36007 on ubuntu Maverick (i686) (10.10) and Natty (i686) (11.04 beta1) using scons. The only but is that for Natty I have to create an user-config.py with the following line: BF_PYTHON_ABI_FLAGS = 'mu' because of python3.2- dev package. For the Maverick, I have python3.2 compiled by myself, so I have to indicate the path to python in BF_PYTHON. The compiling went smooth in both enviroments. Rafael Rios -- With best regards, Sergey I. Sharybin ___ 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] How to tell cmake to use system glew
RIchard, so far as I know, blender needs it's own glew implementation. It is not the same as the system version. It is not something that can be turned off, since blender itself draws to the screen with OpenGL. On Tue, Apr 5, 2011 at 1:36 PM, Richard Shaw hobbes1...@gmail.com wrote: I'm trying to get my blender package for Fedora to meet the packaging guidelines (which are quite extensive). One of the things I'm fighting with is that building things in statically should be avoided (like openCOLLADA). The problem I'm fighting now is that Fedora provides a glew package but I'm not sure how to make cmake use the system installation over the extern/glew version. When I look at the CMakeLists.txt I see that many of them have options which I'm assuming can be set ON/OFF with a cmake option, but glew does not seem to have an options. I'm not a C programmer so please excuse me if I'm not using the correct terminology. Thanks, Richard ___ 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] Double Edged Matte node build + video + patch + .blends :)
Linux 32bit (ubuntu 10.10) build on graphicall.org: http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1818 On Tue, Apr 5, 2011 at 4:52 PM, pete larabell xgl.asyl...@gmail.com wrote: The double edge matte node has been updated! Some more speed improvements, and a consistent way of handling objects going partially off screen. Also now works correctly with RenderLayers. Video demo here: http://www.youtube.com/watch?v=VcjEfoNIHZs patch is located here: http://www.pasteall.org/20601/diff example .blend files here: http://www.pasteall.org/blend/5926 http://www.pasteall.org/blend/5927 Hope you enjoy! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Double Edged Matte node build + video + patch + .blends :)
Hi all, I've also uploaded to vimeo. Figured that might be more blender-new-feature-video compliant :) http://www.vimeo.com/22002396 On Tue, Apr 5, 2011 at 4:58 PM, pete larabell xgl.asyl...@gmail.com wrote: Linux 32bit (ubuntu 10.10) build on graphicall.org: http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1818 On Tue, Apr 5, 2011 at 4:52 PM, pete larabell xgl.asyl...@gmail.com wrote: The double edge matte node has been updated! Some more speed improvements, and a consistent way of handling objects going partially off screen. Also now works correctly with RenderLayers. Video demo here: http://www.youtube.com/watch?v=VcjEfoNIHZs patch is located here: http://www.pasteall.org/20601/diff example .blend files here: http://www.pasteall.org/blend/5926 http://www.pasteall.org/blend/5927 Hope you enjoy! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] RC2 builds please!
so 36007 it is? :) /me remembers to build a clean version and not the working version w/new nodes :) On Mon, Apr 4, 2011 at 12:29 PM, Ton Roosendaal t...@blender.org wrote: Hi, It's 36007 now :) -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 4 Apr, 2011, at 19:19, Ton Roosendaal wrote: Hi Brecht, Sure, 36006 it is. Will do some tests too :) -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 4 Apr, 2011, at 19:12, Brecht Van Lommel wrote: Hi, Could we use revision 36006? I made a mistake in commit today with editmode normal recalculation, would be good to have that fix. Thanks, Brecht. On Mon, Apr 4, 2011 at 7:02 PM, Ton Roosendaal t...@blender.org wrote: Hi all, Let's do the last official test build! It has looptools.py in the addons, but not on as default now. - Try to stick to r36004 - Put in the regular locations, I'll find/copy them and can align names too. - Names used will be like blender-2.57-RC1-r36004-platform.etc Platform builders: - Sergey Sharybin offered to do Linux builds - Jens Verwiebe will do OSX again. He can only do 10.5/10.6, we could use someone do 10.4 - Nathan Letwory: makes Windows zip and exe - Pete Larabell: got a FreeBSD test for us too? Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] RC2 builds please!
Hey guys, When running r36007 in FreeBSD i386, i get (in the terminal) Error: Not freed memory blocks: 2 Of course blender it's WORKS fine, but O.o... is this bad? On Mon, Apr 4, 2011 at 12:37 PM, pete larabell xgl.asyl...@gmail.com wrote: so 36007 it is? :) /me remembers to build a clean version and not the working version w/new nodes :) On Mon, Apr 4, 2011 at 12:29 PM, Ton Roosendaal t...@blender.org wrote: Hi, It's 36007 now :) -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 4 Apr, 2011, at 19:19, Ton Roosendaal wrote: Hi Brecht, Sure, 36006 it is. Will do some tests too :) -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 4 Apr, 2011, at 19:12, Brecht Van Lommel wrote: Hi, Could we use revision 36006? I made a mistake in commit today with editmode normal recalculation, would be good to have that fix. Thanks, Brecht. On Mon, Apr 4, 2011 at 7:02 PM, Ton Roosendaal t...@blender.org wrote: Hi all, Let's do the last official test build! It has looptools.py in the addons, but not on as default now. - Try to stick to r36004 - Put in the regular locations, I'll find/copy them and can align names too. - Names used will be like blender-2.57-RC1-r36004-platform.etc Platform builders: - Sergey Sharybin offered to do Linux builds - Jens Verwiebe will do OSX again. He can only do 10.5/10.6, we could use someone do 10.4 - Nathan Letwory: makes Windows zip and exe - Pete Larabell: got a FreeBSD test for us too? Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] RC2 builds please!
FreeBSD builds are up on ftp. On Mon, Apr 4, 2011 at 1:06 PM, Ton Roosendaal t...@blender.org wrote: Hi, Not bad really. Blender frees every allocated memory block before quitting, if we miss blocks it prints them. That's why we also print Blender quit in end, this denotes all freeing went fine, no crashes. -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 4 Apr, 2011, at 19:50, pete larabell wrote: Hey guys, When running r36007 in FreeBSD i386, i get (in the terminal) Error: Not freed memory blocks: 2 Of course blender it's WORKS fine, but O.o... is this bad? On Mon, Apr 4, 2011 at 12:37 PM, pete larabell xgl.asyl...@gmail.com wrote: so 36007 it is? :) /me remembers to build a clean version and not the working version w/new nodes :) On Mon, Apr 4, 2011 at 12:29 PM, Ton Roosendaal t...@blender.org wrote: Hi, It's 36007 now :) -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 4 Apr, 2011, at 19:19, Ton Roosendaal wrote: Hi Brecht, Sure, 36006 it is. Will do some tests too :) -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 4 Apr, 2011, at 19:12, Brecht Van Lommel wrote: Hi, Could we use revision 36006? I made a mistake in commit today with editmode normal recalculation, would be good to have that fix. Thanks, Brecht. On Mon, Apr 4, 2011 at 7:02 PM, Ton Roosendaal t...@blender.org wrote: Hi all, Let's do the last official test build! It has looptools.py in the addons, but not on as default now. - Try to stick to r36004 - Put in the regular locations, I'll find/copy them and can align names too. - Names used will be like blender-2.57-RC1-r36004-platform.etc Platform builders: - Sergey Sharybin offered to do Linux builds - Jens Verwiebe will do OSX again. He can only do 10.5/10.6, we could use someone do 10.4 - Nathan Letwory: makes Windows zip and exe - Pete Larabell: got a FreeBSD test for us too? Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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 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 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] RC2 builds please!
ARG! Ton, sorry I messed up the names on the FreeBSD builds... I was reading the email while making them and I actually named them RC1 (read it right off the screen.. eh). They are RC2. Can you rename or need I upload again? On Mon, Apr 4, 2011 at 12:02 PM, Ton Roosendaal t...@blender.org wrote: Hi all, Let's do the last official test build! It has looptools.py in the addons, but not on as default now. - Try to stick to r36004 - Put in the regular locations, I'll find/copy them and can align names too. - Names used will be like blender-2.57-RC1-r36004-platform.etc Platform builders: - Sergey Sharybin offered to do Linux builds - Jens Verwiebe will do OSX again. He can only do 10.5/10.6, we could use someone do 10.4 - Nathan Letwory: makes Windows zip and exe - Pete Larabell: got a FreeBSD test for us too? Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] RC2 builds please!
correctly named files uploaded :) On Mon, Apr 4, 2011 at 1:24 PM, Ton Roosendaal t...@blender.org wrote: Hi, Haha, argh here too! I copied files over without checking, and then removed the freebsd RC1s there ;) Please reupload :) -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 4 Apr, 2011, at 20:22, pete larabell wrote: ARG! Ton, sorry I messed up the names on the FreeBSD builds... I was reading the email while making them and I actually named them RC1 (read it right off the screen.. eh). They are RC2. Can you rename or need I upload again? On Mon, Apr 4, 2011 at 12:02 PM, Ton Roosendaal t...@blender.org wrote: Hi all, Let's do the last official test build! It has looptools.py in the addons, but not on as default now. - Try to stick to r36004 - Put in the regular locations, I'll find/copy them and can align names too. - Names used will be like blender-2.57-RC1-r36004-platform.etc Platform builders: - Sergey Sharybin offered to do Linux builds - Jens Verwiebe will do OSX again. He can only do 10.5/10.6, we could use someone do 10.4 - Nathan Letwory: makes Windows zip and exe - Pete Larabell: got a FreeBSD test for us too? Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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 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] New Double Edge Matte compositor node...
New version now available, major speed improvements (on order of 50x to 100x xD ). http://graphicall.org/builds/builds/showbuild.php?action=showid=1818 Cheers! Pete On Sun, Apr 3, 2011 at 2:40 AM, Troy Sobotka troy.sobo...@gmail.com wrote: On Sat, Apr 2, 2011 at 8:58 AM, pete larabell xgl.asyl...@gmail.com wrote: Hi all... Just a quick update on the progress of this node. After a few optimizations it is performing significantly better. The average speed increase is upwards of 50x. I will have another build on graphicall.org soon. Cheers. On 4/1/11, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Oh yeah! it's coming along :D For those of you who don't get it this is a double edge matte approach!! :D Wow. Amazing stuff Pete! Daniel, were you ever able to hook the RotoBezier into Auto Key mode? Fantastic work folks. T ___ 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] Patch for Double Edge Matte compositor node.
http://projects.blender.org/tracker/index.php?func=detailaid=26762group_id=9atid=127 Description and some screens available on user page: http://wiki.blender.org/index.php/User:Xgl_asyliax .blend files available: http://www.pasteall.org/blend/5907 http://www.pasteall.org/blend/5906 ubuntu 32bit build available: http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1818 cheers! Pete ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] GSoC 2011: Improving Retopology Tools
Pen tool would be a great addition! I surely hope this proposal gets accepted! On Sun, Apr 3, 2011 at 2:08 PM, Alice Li li.ali...@gmail.com wrote: Hi, My name is Alice Li, I'm a 3rd year student majoring in Computer Science at the University of Toronto and I'm interested in participating in GSoC 2011. I have only recently discovered my passion for computer science (3 years ago) and have not contributed anything to the open source community yet, but I would really be grateful for the chance to start with GSoC. I have been using Blender for 3 months now and I hope to contribute to the retopology tools, specifically: - *Pen tool* to quickly draw polygons without the need to fill faces manually - *Paint Stroke tool* for adding faces based on intersecting strokes I chose these because I personally would find these tools very useful as I found it a little tedious to manually create faces. As well, I have some experience with interpolation and numerical integration that I have learned in a numerical methods course. I have programmed in Python for 3 years now, Java and C for 2 years now. I would appreciate it if any of you could give me some pointers as to which areas of the documentation/api to look at to help me get started with my proposal. I also want to get as much information as possible so I can create a very reasonable timeline and to know if I may be overshooting or undershooting with my proposal ideas. Thanks very much in advance, Alice ___ 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] New Double Edge Matte compositor node...
Hi all... Just a quick update on the progress of this node. After a few optimizations it is performing significantly better. The average speed increase is upwards of 50x. I will have another build on graphicall.org soon. Cheers. On 4/1/11, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: Oh yeah! it's coming along :D For those of you who don't get it this is a double edge matte approach!! :D Daniel Salazar 3Developer.com 2011/4/1 pete larabell xgl.asyl...@gmail.com: Hi all, Just wanted to let everyone know I'm working on a new node to make using RotoBezier even more useful! It can also be used with any other type of object of course. **NOTE THAT IT HAS NOT YET BEEN OPTIMIZED FOR SPEED, AT ALL** Some screens are on my user page: http://wiki.blender.org/index.php/User:Xgl_asyliax I posted a linux(i386) build to GA as well: http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1810 Hope this makes the VFX people out there happy :) :) cheers! Pete ___ 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 mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New Double Edge Matte compositor node...
Hi all, Just wanted to let everyone know I'm working on a new node to make using RotoBezier even more useful! It can also be used with any other type of object of course. **NOTE THAT IT HAS NOT YET BEEN OPTIMIZED FOR SPEED, AT ALL** Some screens are on my user page: http://wiki.blender.org/index.php/User:Xgl_asyliax I posted a linux(i386) build to GA as well: http://www.graphicall.org/builds/builds/showbuild.php?action=showid=1810 Hope this makes the VFX people out there happy :) :) cheers! Pete ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender RC1 build!
I can certainly do so. :) I already had 35900 up on graphicall.org :) I will build and upload to ftp. On Wed, Mar 30, 2011 at 10:42 AM, Ken Hughes khug...@pacific.edu wrote: I use the libraries from the blender svn trunk, prior to us removing them sometime around 2.52. I was never able to successfully build static ffmpeg libraries from elsewhere. Ken On 03/30/2011 07:38 AM, Juan Pablo Bouza wrote: Ken, is there anything special that you do with ffmpeg when compiling for linux? Cause me and some friends here have troubles with ffmpeg display in our own compilations, everything looks pixalated. Your compilations don't have this issue... If you do anything strange regarding this, Sergey should know :) and I want to know too :p From: t...@blender.org To: bf-committers@blender.org Date: Wed, 30 Mar 2011 15:53:48 +0200 Subject: [Bf-committers] Blender RC1 build! Hi platform team, Let's do another official test build! This one should have fixed openAL for linux, and for Windows the installer too. - Try to stick to r35899 - Put in the regular locations, I'll find/copy them and can align names too. - Names used will be like blender-2.57-RC1-r35899-platform.etc Platform builders: - Sergey Sharybin offered to do Linux builds, Ken has little time... and openAL and Collada are giving issues. - Damien: can you do OSX again? - Nathan L: Windows zip and exe - Pete Larabell: got a FreeBSD test for us? Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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 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] Blender RC1 build!
FreeBSD builds are up, with player :) On Wed, Mar 30, 2011 at 11:40 AM, Dalai Felinto dfeli...@gmail.com wrote: And please remember to include blenderplayer ;) -- Dalai ___ 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] Blender RC1 build!
Ton, I forgot to build with Release turned on for optimizing. Can you clear my two FreeBSD builds?? I'll rebuild and upload again. On Wed, Mar 30, 2011 at 8:53 AM, Ton Roosendaal t...@blender.org wrote: Hi platform team, Let's do another official test build! This one should have fixed openAL for linux, and for Windows the installer too. - Try to stick to r35899 - Put in the regular locations, I'll find/copy them and can align names too. - Names used will be like blender-2.57-RC1-r35899-platform.etc Platform builders: - Sergey Sharybin offered to do Linux builds, Ken has little time... and openAL and Collada are giving issues. - Damien: can you do OSX again? - Nathan L: Windows zip and exe - Pete Larabell: got a FreeBSD test for us? Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] Blender RC1 build!
Thanks! Correct builds are now uploaded. My apologies for the mistake. On Wed, Mar 30, 2011 at 1:08 PM, Ton Roosendaal t...@blender.org wrote: Hi Pete, Will remove now! -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 30 Mar, 2011, at 19:20, pete larabell wrote: Ton, I forgot to build with Release turned on for optimizing. Can you clear my two FreeBSD builds?? I'll rebuild and upload again. On Wed, Mar 30, 2011 at 8:53 AM, Ton Roosendaal t...@blender.org wrote: Hi platform team, Let's do another official test build! This one should have fixed openAL for linux, and for Windows the installer too. - Try to stick to r35899 - Put in the regular locations, I'll find/copy them and can align names too. - Names used will be like blender-2.57-RC1-r35899-platform.etc Platform builders: - Sergey Sharybin offered to do Linux builds, Ken has little time... and openAL and Collada are giving issues. - Damien: can you do OSX again? - Nathan L: Windows zip and exe - Pete Larabell: got a FreeBSD test for us? Thanks, -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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 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] Blender Developer IRC meeting, March 20 2011
Can a FreeBSD release be included too? I will build 32 and 64 bit builds for intel/amd arch. On Sun, Mar 20, 2011 at 1:04 PM, Ton Roosendaal t...@blender.org wrote: Hi all, Here's notes from today's IRC meeting: 1) Blender 2.5x project - Campbell sent a proposal to bf-committers to split up the included Python files using a needs auto load directory. This mainly for startup speed. This won't effect add-ons at all and wont break scripts! Still, to ensure the benefit is evident, tests will be done in Windows and OSX first. If the outcome is positive - and no objections arise here - Campbell will commit this week. - Reminder for Martin Poirier: can Netrender be moved to add-on before 2.57 release? - Ton proposes to have a first batch of official test builds available this week (assuming the autobuild system will take a bit of more time to start up). Ton will send note to the Windows/OSX/Linux platform maintainers. - Short term planning: get test builds online this week, next sunday call for 'freeze' (crucial bug fixes only), release official RC's during the week after, and sunday April 3 meeting can agree on doing real 2.57. - Jens Verwiebe has a patch for User Preferences Add-on install, there's unzip issues in OS X. Brecht will review it. - New Linux platform maintainer(s): currently Ken Hughes is listed as main owner, but during the Python 3.2 discussion I saw a mail coming by from Richard Shaw or David Plater that they'd like to be added. I can't find this mail anymore... is either of you guys also proposing to build .deb or other linux compatible release builds? 2) Other projects - Nicholas Bishop integrated the dual-contouring code as a modifier: http://vimeo.com/21096739 - Paged particles development by Lukas Toenne Janne Karhu is post 2.57 target. http://code.blender.org - Joe Eagar reports on Bmesh: progressing well still! Bevel example picture: http://img.photobucket.com/albums/v287/joeedh/bmesh_bevel_1.png Campbell will get involved with the branch, testing and migration as well. Ton mentions we would need docs in wiki; what works now, what is WIP, and what's not done (also related to tools like UV unwrap or modifiers). Preferably with nice code diagrams and architecture overviews. 3) GSoC - Ideas list needs to be finalized, next week meeting can give a final go. http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2011/Ideas - For this week: module owners please check and filter out or prioritize the ideas. Tom Musgrove will hunt you for it too! -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ 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] blender mentioned on cover of Mag! :)
Hi all, A friend of mine just informed me that blender is mentioned as the cover article in BSD Magazine. http://bsdmag.org/ Not sure if that's enough to get a blendernation news feed, but it's still really cool! I noticed that today there were 7 downloads of my i386 build on graphicall.org within about 20 minutes of me uploading. O.o. Cheers! Pete ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender native compile for headless servers???
Hey Steve, Just checking in with you to see where this project is at... Are you having any major set backs so far? Cheers! Peter On Fri, Mar 11, 2011 at 6:41 AM, Steve Obbayi st...@sobbayi.com wrote: Hi Steve, On Wed, Mar 9, 2011 at 6:29 AM, Steve Obbayi st...@sobbayi.com wrote: Hi Brecht, I am planning to implement this so a quick question. Are their any major huddles you came across that are worth mentioning other than what you have stated here? Not that I remember, and probably the issues you run into will be different, given that I didn't use opengl/ghost stubs. Brecht. Hi Brecht, I start working on this come Monday. I will share any unusual occurrences along the way. Steve ___ 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] CMake FreeBSD build issue
Hi, I've noticed one remaining small issue with building on FreeBSD... I did it so long ago that I had totally forgotten all about it until today when someone was reading the wiki and followed it step by step and STILL got an error... Currently as of r35560 line 1041 of CMakeLists.txt enables the strict prototype checking. This causes build failures on FreeBSD. Of course it's an easy thing to comment out, which then makes the build work correctly, but is there a way to alter the cmake process to detect FreeBSD as the OS and then automatically not use the strict checking? Cheers! Pete ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers