Re: [Bf-committers] Render Branch Plans

2010-08-11 Thread Campbell Barton
Hi Brecht, think you know my opinion on the topic but since you didn't
get a reply yet may as well post.
*Disclaimer that I dont know render internals*

My impression is that the render branch is reasonably stable in terms
of crashing, but breaks compatibility in areas, some of these areas we
didn't use for Durian so perhaps there are cases which users complain
about immediately.

Breaking compatibility I think we can cope with and merge soon - just
needs to be documented. Stability is not so simple if you merge in
bugs in not-well-tested code that can become really problematic later
on (especially if you aren't available so much for render bug fixes).

I remember minor changes I made in trunk could somethings conflict
with the render branch and its nice to be able to look into a bug
report without having to check the render branch to see if it still
applies there, but these are fairly minor.
Bottom line is you and Ton should decide since you will be the ones
maintaining it.

Assuming the problems are more about compatibility then stability:
 +1 for a merge soon.

On Fri, Aug 6, 2010 at 11:12 PM, Brecht Van Lommel bre...@blender.org wrote:
 Hi all,

 I've written some docs on the render branch changes, more coming:
 http://wiki.blender.org/index.php/Dev:2.5/Source/RenderBranch

 I'll also release a patch for the new shading nodes, however they are
 only in a prototype stage and far from finished. There's no clear plan
 yet for when to merge the render branch changes (and I couldn't really
 discuss it properly yet before the Octane announcement). There's a few
 options:

 * Merge as soon as possible, so it ends up in 2.6. This means the
 changes then would be available immediately, disadvantage is that we
 make trunk more unstable, and have to break render compatibility
 twice, assuming a new shading refactor happens in a following release.
 * Merge after the 2.6 release. This means it will take a bit longer,
 but not get in the way of current bugfixing work to get a release out.
 Does most likely mean breaking render compatibility twice.
 * Merge along with a shading nodes refactor. It's unknown when this
 would be done, and I can't be involved with it much. Means everything
 can be changed at once and tested better.

 I looked into merging only safe changes that would not break
 compatibility much, but this seems to be very difficult, so I can't
 see other options. My personal preference would be to merge things
 after 2.6, maybe at that time others may be interested / have the time
 to improve things further.

 Brecht.
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Re: [Bf-committers] Render Branch Plans

2010-08-11 Thread Tom M
Personally I'm fairly agnostic on merging it.  Presumably it is 'more
buggy' than head.  The strongest arguements I can see for it are

1) Durian was rendered with it - it seems a bit contradictory to use
Durian film shots as our screenshots if they were rendered with a
different renderer than what is in head.

2) Changes of this nature might be preferred sooner rather than later.

3) It can actually render really high poly sculpts with less
likelyhood of dying due to running out of ram.

Biggest argument against it are that it quite likely has broken
features that weren't used during Durian.

As Campbell said it is mostly you and ton that should be making this decision.

LetterRip

On Tue, Aug 10, 2010 at 10:40 PM, Campbell Barton ideasma...@gmail.com wrote:
 Hi Brecht, think you know my opinion on the topic but since you didn't
 get a reply yet may as well post.
 *Disclaimer that I dont know render internals*

 My impression is that the render branch is reasonably stable in terms
 of crashing, but breaks compatibility in areas, some of these areas we
 didn't use for Durian so perhaps there are cases which users complain
 about immediately.

 Breaking compatibility I think we can cope with and merge soon - just
 needs to be documented. Stability is not so simple if you merge in
 bugs in not-well-tested code that can become really problematic later
 on (especially if you aren't available so much for render bug fixes).

 I remember minor changes I made in trunk could somethings conflict
 with the render branch and its nice to be able to look into a bug
 report without having to check the render branch to see if it still
 applies there, but these are fairly minor.
 Bottom line is you and Ton should decide since you will be the ones
 maintaining it.

 Assuming the problems are more about compatibility then stability:
  +1 for a merge soon.

 On Fri, Aug 6, 2010 at 11:12 PM, Brecht Van Lommel bre...@blender.org wrote:
 Hi all,

 I've written some docs on the render branch changes, more coming:
 http://wiki.blender.org/index.php/Dev:2.5/Source/RenderBranch

 I'll also release a patch for the new shading nodes, however they are
 only in a prototype stage and far from finished. There's no clear plan
 yet for when to merge the render branch changes (and I couldn't really
 discuss it properly yet before the Octane announcement). There's a few
 options:

 * Merge as soon as possible, so it ends up in 2.6. This means the
 changes then would be available immediately, disadvantage is that we
 make trunk more unstable, and have to break render compatibility
 twice, assuming a new shading refactor happens in a following release.
 * Merge after the 2.6 release. This means it will take a bit longer,
 but not get in the way of current bugfixing work to get a release out.
 Does most likely mean breaking render compatibility twice.
 * Merge along with a shading nodes refactor. It's unknown when this
 would be done, and I can't be involved with it much. Means everything
 can be changed at once and tested better.

 I looked into merging only safe changes that would not break
 compatibility much, but this seems to be very difficult, so I can't
 see other options. My personal preference would be to merge things
 after 2.6, maybe at that time others may be interested / have the time
 to improve things further.

 Brecht.
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Re: [Bf-committers] Render Branch Plans

2010-08-11 Thread Daniel Salazar - 3Developer.com
As long as the bug tracker is taken seriously now about this render
improvement (it wasn't during Durian) I don't have a problem with bugs

cheers

Daniel Salazar
www.3developer.com



On Wed, Aug 11, 2010 at 12:52 AM, Tom M letter...@gmail.com wrote:
 Personally I'm fairly agnostic on merging it.  Presumably it is 'more
 buggy' than head.  The strongest arguements I can see for it are

 1) Durian was rendered with it - it seems a bit contradictory to use
 Durian film shots as our screenshots if they were rendered with a
 different renderer than what is in head.

 2) Changes of this nature might be preferred sooner rather than later.

 3) It can actually render really high poly sculpts with less
 likelyhood of dying due to running out of ram.

 Biggest argument against it are that it quite likely has broken
 features that weren't used during Durian.

 As Campbell said it is mostly you and ton that should be making this decision.

 LetterRip

 On Tue, Aug 10, 2010 at 10:40 PM, Campbell Barton ideasma...@gmail.com 
 wrote:
 Hi Brecht, think you know my opinion on the topic but since you didn't
 get a reply yet may as well post.
 *Disclaimer that I dont know render internals*

 My impression is that the render branch is reasonably stable in terms
 of crashing, but breaks compatibility in areas, some of these areas we
 didn't use for Durian so perhaps there are cases which users complain
 about immediately.

 Breaking compatibility I think we can cope with and merge soon - just
 needs to be documented. Stability is not so simple if you merge in
 bugs in not-well-tested code that can become really problematic later
 on (especially if you aren't available so much for render bug fixes).

 I remember minor changes I made in trunk could somethings conflict
 with the render branch and its nice to be able to look into a bug
 report without having to check the render branch to see if it still
 applies there, but these are fairly minor.
 Bottom line is you and Ton should decide since you will be the ones
 maintaining it.

 Assuming the problems are more about compatibility then stability:
  +1 for a merge soon.

 On Fri, Aug 6, 2010 at 11:12 PM, Brecht Van Lommel bre...@blender.org 
 wrote:
 Hi all,

 I've written some docs on the render branch changes, more coming:
 http://wiki.blender.org/index.php/Dev:2.5/Source/RenderBranch

 I'll also release a patch for the new shading nodes, however they are
 only in a prototype stage and far from finished. There's no clear plan
 yet for when to merge the render branch changes (and I couldn't really
 discuss it properly yet before the Octane announcement). There's a few
 options:

 * Merge as soon as possible, so it ends up in 2.6. This means the
 changes then would be available immediately, disadvantage is that we
 make trunk more unstable, and have to break render compatibility
 twice, assuming a new shading refactor happens in a following release.
 * Merge after the 2.6 release. This means it will take a bit longer,
 but not get in the way of current bugfixing work to get a release out.
 Does most likely mean breaking render compatibility twice.
 * Merge along with a shading nodes refactor. It's unknown when this
 would be done, and I can't be involved with it much. Means everything
 can be changed at once and tested better.

 I looked into merging only safe changes that would not break
 compatibility much, but this seems to be very difficult, so I can't
 see other options. My personal preference would be to merge things
 after 2.6, maybe at that time others may be interested / have the time
 to improve things further.

 Brecht.
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
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 --
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Re: [Bf-committers] Render Branch Plans

2010-08-11 Thread Agustin Benavidez
The 2.5x series are development series, so we have to take advantage of that
state.
Here we are a small studio waiting for use blender for long term project
with blender internal render engine and we think that people can stand with
bugs, but what they can't stand is to get the compatibility broken in the
middle of a production.

I don't know about the magnitude of the compatibility break for the new node
based shading system, but seems that it won't be as big as the actual render
branch changes.

The merge should happen as soon as possible, also that will push to all of
us to solve problems sooner.

Regards.
Agustin.



2010/8/11 Christopher Cherrett ccherr...@openoctave.org

 I say go for it :)

 Daniel Salazar - 3Developer.com wrote:
  As long as the bug tracker is taken seriously now about this render
  improvement (it wasn't during Durian) I don't have a problem with bugs
 
  cheers
 
  Daniel Salazar
  www.3developer.com
 
 
 
  On Wed, Aug 11, 2010 at 12:52 AM, Tom Mletter...@gmail.com  wrote:
 
  Personally I'm fairly agnostic on merging it.  Presumably it is 'more
  buggy' than head.  The strongest arguements I can see for it are
 
  1) Durian was rendered with it - it seems a bit contradictory to use
  Durian film shots as our screenshots if they were rendered with a
  different renderer than what is in head.
 
  2) Changes of this nature might be preferred sooner rather than later.
 
  3) It can actually render really high poly sculpts with less
  likelyhood of dying due to running out of ram.
 
  Biggest argument against it are that it quite likely has broken
  features that weren't used during Durian.
 
  As Campbell said it is mostly you and ton that should be making this
 decision.
 
  LetterRip
 
  On Tue, Aug 10, 2010 at 10:40 PM, Campbell Bartonideasma...@gmail.com
  wrote:
 
  Hi Brecht, think you know my opinion on the topic but since you didn't
  get a reply yet may as well post.
  *Disclaimer that I dont know render internals*
 
  My impression is that the render branch is reasonably stable in terms
  of crashing, but breaks compatibility in areas, some of these areas we
  didn't use for Durian so perhaps there are cases which users complain
  about immediately.
 
  Breaking compatibility I think we can cope with and merge soon - just
  needs to be documented. Stability is not so simple if you merge in
  bugs in not-well-tested code that can become really problematic later
  on (especially if you aren't available so much for render bug fixes).
 
  I remember minor changes I made in trunk could somethings conflict
  with the render branch and its nice to be able to look into a bug
  report without having to check the render branch to see if it still
  applies there, but these are fairly minor.
  Bottom line is you and Ton should decide since you will be the ones
  maintaining it.
 
  Assuming the problems are more about compatibility then stability:
+1 for a merge soon.
 
  On Fri, Aug 6, 2010 at 11:12 PM, Brecht Van Lommelbre...@blender.org
  wrote:
 
  Hi all,
 
  I've written some docs on the render branch changes, more coming:
  http://wiki.blender.org/index.php/Dev:2.5/Source/RenderBranch
 
  I'll also release a patch for the new shading nodes, however they are
  only in a prototype stage and far from finished. There's no clear plan
  yet for when to merge the render branch changes (and I couldn't really
  discuss it properly yet before the Octane announcement). There's a few
  options:
 
  * Merge as soon as possible, so it ends up in 2.6. This means the
  changes then would be available immediately, disadvantage is that we
  make trunk more unstable, and have to break render compatibility
  twice, assuming a new shading refactor happens in a following release.
  * Merge after the 2.6 release. This means it will take a bit longer,
  but not get in the way of current bugfixing work to get a release out.
  Does most likely mean breaking render compatibility twice.
  * Merge along with a shading nodes refactor. It's unknown when this
  would be done, and I can't be involved with it much. Means everything
  can be changed at once and tested better.
 
  I looked into merging only safe changes that would not break
  compatibility much, but this seems to be very difficult, so I can't
  see other options. My personal preference would be to merge things
  after 2.6, maybe at that time others may be interested / have the time
  to improve things further.
 
  Brecht.
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  --
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Re: [Bf-committers] Render Branch Plans

2010-08-11 Thread Matt Ebb
Hi,

I don't buy the argument of  'it was used in Durian screenshots so it should be 
in the main Blender'. Not all rendering is equivalent, especially when you're 
dealing with something that designed to meet the needs of a specific project. 
It's quite possible that the things that have been implemented for Durian might 
be great for Durian but cause lots of problems for other kinds of usage. I'm 
not saying this is the case here, but I'm trying to demonstrate that this is 
not a valid argument - this code/functionality needs to be considered on its 
own merits and faults.

So, some additional questions:

* How likely is it that a decent shading system will be implemented soon? This 
isn't really something for brecht to answer, but a general issue. If it's 
likely to happen relatively soon, then it would be best to leave these render 
branch changes until then, to avoid breaking compatibility twice in a row. If 
not, and blender internal is still stuck with it's 90s era system indefinitely, 
then it's less of an issue.

* How 'complete' is the render branch work? Will it need further development in 
order to be usable by blender users in general? It's been implemented for 
Durian to solve their particular production needs, but on at least my brief 
looks at it so far it's hard to see how it integrates with other features they 
may not have been using. It would also be interesting to know what things 
haven't been implemented since they weren't necessary for Durian, but are 
important for general purpose usage. This has been the case in the renderer 
work of previous open projects, so it wouldn't be anything new, but it does 
make things worse.

* How much of it is based on telling the artists in the studio oh, don't do 
that, it doesn't work properly, just do it this way for now? I totally 
understand when using project-specific tools put together in production that 
there are often rough edges. For the purposes of that job, you just work around 
the flaws to get the job done - I've done it many times. However there can also 
be quite a difference between this and something that's suitable and reliable 
for general purpose use in a variety of scenarios. To what extent is this the 
case for the render branch work?

* How stable/bug-free is it? I haven't seen much evidence of wider production 
testing outside of Durian, and bug reports with it were discouraged during 
Durian (totally understandably - there was enough to deal with!) But if 
problems are found, how likely is it that they can be fixed? Are there problems 
with it that are due to more general issues with blender's renderer (eg. lack 
of derivatives in raytracing?), but that get amplified or made more apparent 
when using the new features?

Just some things to think about - it's important to consider the costs vs 
benefits and there are quite some potential costs to merging this right now, 
too.

cheers

Matt



On 06/08/2010, at 23:12 , Brecht Van Lommel wrote:

 Hi all,
 
 I've written some docs on the render branch changes, more coming:
 http://wiki.blender.org/index.php/Dev:2.5/Source/RenderBranch
 
 I'll also release a patch for the new shading nodes, however they are
 only in a prototype stage and far from finished. There's no clear plan
 yet for when to merge the render branch changes (and I couldn't really
 discuss it properly yet before the Octane announcement). There's a few
 options:
 
 * Merge as soon as possible, so it ends up in 2.6. This means the
 changes then would be available immediately, disadvantage is that we
 make trunk more unstable, and have to break render compatibility
 twice, assuming a new shading refactor happens in a following release.
 * Merge after the 2.6 release. This means it will take a bit longer,
 but not get in the way of current bugfixing work to get a release out.
 Does most likely mean breaking render compatibility twice.
 * Merge along with a shading nodes refactor. It's unknown when this
 would be done, and I can't be involved with it much. Means everything
 can be changed at once and tested better.
 
 I looked into merging only safe changes that would not break
 compatibility much, but this seems to be very difficult, so I can't
 see other options. My personal preference would be to merge things
 after 2.6, maybe at that time others may be interested / have the time
 to improve things further.
 
 Brecht.
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[Bf-committers] Render Branch Plans

2010-08-06 Thread Brecht Van Lommel
Hi all,

I've written some docs on the render branch changes, more coming:
http://wiki.blender.org/index.php/Dev:2.5/Source/RenderBranch

I'll also release a patch for the new shading nodes, however they are
only in a prototype stage and far from finished. There's no clear plan
yet for when to merge the render branch changes (and I couldn't really
discuss it properly yet before the Octane announcement). There's a few
options:

* Merge as soon as possible, so it ends up in 2.6. This means the
changes then would be available immediately, disadvantage is that we
make trunk more unstable, and have to break render compatibility
twice, assuming a new shading refactor happens in a following release.
* Merge after the 2.6 release. This means it will take a bit longer,
but not get in the way of current bugfixing work to get a release out.
Does most likely mean breaking render compatibility twice.
* Merge along with a shading nodes refactor. It's unknown when this
would be done, and I can't be involved with it much. Means everything
can be changed at once and tested better.

I looked into merging only safe changes that would not break
compatibility much, but this seems to be very difficult, so I can't
see other options. My personal preference would be to merge things
after 2.6, maybe at that time others may be interested / have the time
to improve things further.

Brecht.
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