Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-23 Thread Campbell Barton
The file loads without crashing now.

On Sun, Sep 23, 2012 at 3:01 AM, Lockal S lockals...@gmail.com wrote:
 On Sat, Sep 22, 2012 at 9:03 AM, Campbell Barton ideasma...@gmail.com wrote:
 Committed a material option so UV interpolation is calculated using
 the same method that sticky used, r50806. - see UV Project material
 option.
 This fixes the nasty errors you pointed out.

 Now blender crashes on loading the same file (
 http://www.pasteall.org/blend/16548 ). Not sure about specific
 revision, but this file works well with RC1 (r50696).

 Crashlog: http://www.pasteall.org/35469
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Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-22 Thread Lockal S
On Sat, Sep 22, 2012 at 9:03 AM, Campbell Barton ideasma...@gmail.com wrote:
 Committed a material option so UV interpolation is calculated using
 the same method that sticky used, r50806. - see UV Project material
 option.
 This fixes the nasty errors you pointed out.

Now blender crashes on loading the same file (
http://www.pasteall.org/blend/16548 ). Not sure about specific
revision, but this file works well with RC1 (r50696).

Crashlog: http://www.pasteall.org/35469
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[Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Lockal S
Why sticky coordinates were removed from blender? The original comment
says that this feature was unavailable from blender UI, but in reality
the only part of blender without support of sticky coordinates was
cycles. This feature was quite popular since Andrew Price created a
tutorial about camera mapping at
http://www.blenderguru.com/videos/camera-mapping/ .

Not speaking of BCON4, but at this point people would loose all the
data about sticky mapping in their blend files. I hope r50789, r50790
and 50791 will be reverted or fixed some other way as soon as
possible.

Cheers
Sv. Lockal
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Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Nate Wiebe
Unless I'm missing out on something, using project from view uvs is a
better solution and works with cycles.
On Sep 21, 2012 12:56 PM, Lockal S lockals...@gmail.com wrote:

 Why sticky coordinates were removed from blender? The original comment
 says that this feature was unavailable from blender UI, but in reality
 the only part of blender without support of sticky coordinates was
 cycles. This feature was quite popular since Andrew Price created a
 tutorial about camera mapping at
 http://www.blenderguru.com/videos/camera-mapping/ .

 Not speaking of BCON4, but at this point people would loose all the
 data about sticky mapping in their blend files. I hope r50789, r50790
 and 50791 will be reverted or fixed some other way as soon as
 possible.

 Cheers
 Sv. Lockal
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Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Lockal S
Project from view ignores the scale and aspect of camera. Additional
uv tweaking is needed to match the scale of original image.

The other potential replacement could be adding and applying UvProject
modifier on the special uv layer, however it distorts uvs in
perspective mode. Also it doesn't take image aspect into account
(default aspect is (1, 1)). And even after fixing distortion in
uvproject modifier there are still problems:
1) No replacement in do_versions provided
2) No changes in documentation and release notes
3) Even then Spacebar menu - Add sticky is easier than going to
modifiers panel, adding Uv project modifier, setting image, setting
aspect, setting camera and clicking apply after each geometry change.

On Fri, Sep 21, 2012 at 9:32 PM, Nate Wiebe natewieb...@gmail.com wrote:
 Unless I'm missing out on something, using project from view uvs is a
 better solution and works with cycles.
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Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Nate Wiebe
On Fri, Sep 21, 2012 at 3:12 PM, Lockal S lockals...@gmail.com wrote:
 Project from view ignores the scale and aspect of camera. Additional
 uv tweaking is needed to match the scale of original image.

2 easy work arounds for this:

1) Match the image to the aspect ratio of the camera by cropping before hand.
2) Do some simple math to scale the UVs by the Y axis. I'm probably
going to add this to my script to automagically calculate the right
ratio for the UVs.

Why is this solution better than stickies? Because you can modify and
tweak if wanted/needed AND it works with Cycles.
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Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Campbell Barton
@Lockal,

Cameras really shouldn't be scaled - when you scale a camera it won't
render scaled, so UV project is correct in this case.

On Sat, Sep 22, 2012 at 5:12 AM, Lockal S lockals...@gmail.com wrote:
 Project from view ignores the scale and aspect of camera. Additional
 uv tweaking is needed to match the scale of original image.

 The other potential replacement could be adding and applying UvProject
 modifier on the special uv layer, however it distorts uvs in
 perspective mode.

Can you expand on this? - not sure what you mean.

  Also it doesn't take image aspect into account
 (default aspect is (1, 1)). And even after fixing distortion in
 uvproject modifier there are still problems:
The aspect is 1:1 but its a setting that can be modified. Adding an
option to use the scenes aspect can be done easily, though it does
create a tricky dependency (changing scene aspect would need to update
modifiers).

 1) No replacement in do_versions provided
Since this has been hidden for so long, my assumption was that users
were not accessing.

 2) No changes in documentation and release notes
Yep. this needs doing.

 3) Even then Spacebar menu - Add sticky is easier than going to
 modifiers panel, adding Uv project modifier, setting image, setting
 aspect, setting camera and clicking apply after each geometry change.

I see your point but dont think its an argument for keeping sticky -
such a tool can be added as an operator accessible from C, or a macro
/ py script.
eg - http://www.graphicall.org/ftp/ideasman42/uv_project_apply.py

 On Fri, Sep 21, 2012 at 9:32 PM, Nate Wiebe natewieb...@gmail.com wrote:
 Unless I'm missing out on something, using project from view uvs is a
 better solution and works with cycles.
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Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Michael Fox
My vote is for putting them back, since its clear they are being used, 
so as long as BI is still being used sticky should remain, just not on 
bugs associated with it that the feature is no longer developed and will 
not be fixed. Not to mention its very late in the cycle to be doing this

On 22/09/12 08:34, Campbell Barton wrote:
 @Lockal,

 Cameras really shouldn't be scaled - when you scale a camera it won't
 render scaled, so UV project is correct in this case.

 On Sat, Sep 22, 2012 at 5:12 AM, Lockal S lockals...@gmail.com wrote:
 Project from view ignores the scale and aspect of camera. Additional
 uv tweaking is needed to match the scale of original image.

 The other potential replacement could be adding and applying UvProject
 modifier on the special uv layer, however it distorts uvs in
 perspective mode.
 Can you expand on this? - not sure what you mean.

   Also it doesn't take image aspect into account
 (default aspect is (1, 1)). And even after fixing distortion in
 uvproject modifier there are still problems:
 The aspect is 1:1 but its a setting that can be modified. Adding an
 option to use the scenes aspect can be done easily, though it does
 create a tricky dependency (changing scene aspect would need to update
 modifiers).

 1) No replacement in do_versions provided
 Since this has been hidden for so long, my assumption was that users
 were not accessing.

 2) No changes in documentation and release notes
 Yep. this needs doing.

 3) Even then Spacebar menu - Add sticky is easier than going to
 modifiers panel, adding Uv project modifier, setting image, setting
 aspect, setting camera and clicking apply after each geometry change.
 I see your point but dont think its an argument for keeping sticky -
 such a tool can be added as an operator accessible from C, or a macro
 / py script.
 eg - http://www.graphicall.org/ftp/ideasman42/uv_project_apply.py

 On Fri, Sep 21, 2012 at 9:32 PM, Nate Wiebe natewieb...@gmail.com wrote:
 Unless I'm missing out on something, using project from view uvs is a
 better solution and works with cycles.
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Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Tai Joe

I would vote for that we remove it.In my opinion using the UV Project modifier 
is a better workflow.As for the more click argument,  you can use the copy 
attribute menu addon to copy selected modifier. So it actually require fewer 
click.

As for compatibility, people can always download an older build of blender to 
open their file. I know it sound rude. But to me, not to remove a dated feature 
just because many people know how to use it through a dated tutorial doesn't 
make much sense. There are also tutorials out there that teach how to do camera 
mapping using the UV project modifier. So the new user should be fine.

 From: p_boel...@msn.com
 To: bf-committers@blender.org
 Date: Sat, 22 Sep 2012 01:23:52 +0200
 Subject: Re: [Bf-committers] Regarding sticky coordinates removal from blender
 
 
 I agree. If people still use the feature and all removing it does is taking 
 that away and breaking old-file compatibility, I vote we keep it.
 
 -Patrick
 
  Date: Sat, 22 Sep 2012 09:09:38 +1000
  From: mfoxd...@gmail.com
  To: bf-committers@blender.org
  Subject: Re: [Bf-committers] Regarding sticky coordinates removal from  
  blender
  
  My vote is for putting them back, since its clear they are being used, 
  so as long as BI is still being used sticky should remain, just not on 
  bugs associated with it that the feature is no longer developed and will 
  not be fixed. Not to mention its very late in the cycle to be doing this
  
  On 22/09/12 08:34, Campbell Barton wrote:
   @Lockal,
  
   Cameras really shouldn't be scaled - when you scale a camera it won't
   render scaled, so UV project is correct in this case.
  
   On Sat, Sep 22, 2012 at 5:12 AM, Lockal S lockals...@gmail.com wrote:
   Project from view ignores the scale and aspect of camera. Additional
   uv tweaking is needed to match the scale of original image.
  
   The other potential replacement could be adding and applying UvProject
   modifier on the special uv layer, however it distorts uvs in
   perspective mode.
   Can you expand on this? - not sure what you mean.
  
 Also it doesn't take image aspect into account
   (default aspect is (1, 1)). And even after fixing distortion in
   uvproject modifier there are still problems:
   The aspect is 1:1 but its a setting that can be modified. Adding an
   option to use the scenes aspect can be done easily, though it does
   create a tricky dependency (changing scene aspect would need to update
   modifiers).
  
   1) No replacement in do_versions provided
   Since this has been hidden for so long, my assumption was that users
   were not accessing.
  
   2) No changes in documentation and release notes
   Yep. this needs doing.
  
   3) Even then Spacebar menu - Add sticky is easier than going to
   modifiers panel, adding Uv project modifier, setting image, setting
   aspect, setting camera and clicking apply after each geometry change.
   I see your point but dont think its an argument for keeping sticky -
   such a tool can be added as an operator accessible from C, or a macro
   / py script.
   eg - http://www.graphicall.org/ftp/ideasman42/uv_project_apply.py
  
   On Fri, Sep 21, 2012 at 9:32 PM, Nate Wiebe natewieb...@gmail.com 
   wrote:
   Unless I'm missing out on something, using project from view uvs is a
   better solution and works with cycles.
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Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Lockal S
On Sat, Sep 22, 2012 at 2:34 AM, Campbell Barton ideasma...@gmail.com wrote:
 Can you expand on this? - not sure what you mean.

Ok, Project From View has an option to correct aspect, so it's not so
bad. However, UV projection produces distorted maps, see
http://www.pasteall.org/pic/show.php?id=38001 (blend file:
http://www.pasteall.org/blend/16548)
Such mesh was created only to demonstrate exaggerated distortions, but
those exist for any non-flat mesh in perspective mode. Project from
view and Uv project work almost perfect in orthographic mode (there
are some distortion for overlapping faces which I don't take into
account), but both of them produce distorted uv maps for non-flat
meshes in perspective mode. On the other hand, sticky produces clean
image like if it was composited over the 3d image.

  Adding an option to use the scenes aspect can be done easily, though it does 
 create a tricky dependency (changing scene aspect would need to update 
 modifiers).

New options for object modifiers are always welcome :)!

 such a tool can be added as an operator accessible from C, or a macro / py 
 script.

New tools are also welcome! Err, actually this would be rather old
tool. Also the same tool could be used in do_versions to convert old
sticky coordinate setting to uv maps (if it is even possible, see the
image above)

-- Sv. Lockal
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Re: [Bf-committers] Regarding sticky coordinates removal from blender

2012-09-21 Thread Campbell Barton
Committed a material option so UV interpolation is calculated using
the same method that sticky used, r50806. - see UV Project material
option.
This fixes the nasty errors you pointed out.

On Sat, Sep 22, 2012 at 10:52 AM, Lockal S lockals...@gmail.com wrote:
 On Sat, Sep 22, 2012 at 2:34 AM, Campbell Barton ideasma...@gmail.com wrote:
 Can you expand on this? - not sure what you mean.

 Ok, Project From View has an option to correct aspect, so it's not so
 bad. However, UV projection produces distorted maps, see
 http://www.pasteall.org/pic/show.php?id=38001 (blend file:
 http://www.pasteall.org/blend/16548)
 Such mesh was created only to demonstrate exaggerated distortions, but
 those exist for any non-flat mesh in perspective mode. Project from
 view and Uv project work almost perfect in orthographic mode (there
 are some distortion for overlapping faces which I don't take into
 account), but both of them produce distorted uv maps for non-flat
 meshes in perspective mode. On the other hand, sticky produces clean
 image like if it was composited over the 3d image.

  Adding an option to use the scenes aspect can be done easily, though it 
 does create a tricky dependency (changing scene aspect would need to update 
 modifiers).

 New options for object modifiers are always welcome :)!

 such a tool can be added as an operator accessible from C, or a macro / py 
 script.

 New tools are also welcome! Err, actually this would be rather old
 tool. Also the same tool could be used in do_versions to convert old
 sticky coordinate setting to uv maps (if it is even possible, see the
 image above)

 -- Sv. Lockal
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