Thank you, LetterRip,
Firstly, I am sorry to reply email like this, cause I don't actually
know how to reply an email on mailing list with gmail website.
I don't know if I should turn off daily digest on the mailing list,
otherwise it seems I couldn't reply email with simple reply button.
could
Hi Ronan!
Yep, you're right -- constructive modifiers (like array, mirror,
subsurf,...) were disabled when sculpting. This was made to make
sculpting more obvious and enable sculpting on deformed mesh.
Main problem of old approach was using undeformed mesh to calculate
strokes, which was
Yes, can do :)
Always wanted more vector math options anyway, which are lacking in
compo compared to material nodes.
* Separate/Combine for Vector-XYZ
* Dot product
* Cross product
* Length
* Vector add/subtract
* Scalar multiply/divide
* Possibly vector multiply/divide (i.e. non-uniform
Hello,
just few notes:
libmv development started specifically for use in blender several years ago.
I am not sure if the talk here is about use in compositor too, but libmv is as
far as I know mainly targeted for robust camera motion matching.
At the same time, it should be of course usable for
Looks like it was implemented in 2.49 exactly in the same way as it
was before enabling sculpting on deformed mesh in 2.5 and i don't find
it intuitive.
I'm not sure what do you mean properly -- i can't make strokes on
mirrored part of mesh. And what about sculpting on deformed/armatured
On a side note: The Normal node in compositor is confusing IMHO.
What it actually does is a simple dot product, but it has only one
input. The second vector argument used for the product is a constant
defined in the first output vector and manipulated by the sphere
button (which i find not very
Hello Sergey,
Why not keeping the old approach for the subsurf and mirror modifier?
Like you said, at least supporting some simple cases.
The intuitiveness of this approach seems to be subjective.
To defend the old behavior, I think that a 3D artist know that he is
scuplting/moving vertex of
Hi Jianming,
visit
http://blenderartists.org/forum/showthread.php?200013-develop-and-improve-the-source-code-of-blender
then
http://blenderartists.org/forum/forumdisplay.php?11-Python-amp-Plugins
with python you would be able to create quite a lot of useful things.
take a look at
libmv is not a generic computer vision library.
it is focusing only on match moving and structure from motion.
While OpenCV or VXL are only bricks which may help you implement match
moving algorithms, the goal of libmv is to implement a complete
tracking system in the library so that an
Daniel,
you can already separate and combine vectors in the composite.
Use Convertor-Separate RGB and Convertor-Combine RGB
If we go for a change we could do the other way around. Instead of
having separate/combine RGB to have sep./comb. Vector, and use it for
colors or regular vectors. This is
Here's a patch with the new vector nodes:
http://www.pasteall.org/21027/diff
I will wait until 2.57a release is over before committing to trunk.
@Dalai: True, the color nodes can also be used for vector
separate/combine, but it's still cleaner to have a dedicated node for
that. The RGB sep/comb
Thank you Sergey,
I am really happy to see these suggestions,
still reading blender.org content and wiki, doing a report of
studying blender project now, and I noticed much contents are waiting
for people to fill there.
Base on your reply I found lots of useful resource,
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-
Hi,
The greenscreen node Tom was talking about is certainly mine:
https://projects.blender.org/tracker/index.php?func=detailaid=18012group_id=9atid=127
But the interesting bits was integrated into trunk (in the chromakey
and despill nodes) by Robert Holcomb.
Writing compositing nodes is quite
Also for all new blender artists have a look at the developers quickstart guide,
http://wiki.blender.org/index.php/Dev:2.5/Doc/Developers_Quickstart
LetterRip
___
Bf-committers mailing list
Bf-committers@blender.org
Did the new Physics regression tests from Erwin get uploaded yet?
--Mitchell
On Thu, Apr 21, 2011 at 7:14 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
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!
They're still all dealing with 4-floats (or less), so there's not many reason
to not have generic separate-combine nodes that can be reused for the different
types (the genericity can be taken care of internally while users see specific
types for all possible in/out).
Martin
--- On Thu,
Yes: http://www.blender.org/download/get-blender/
http://www.blender.org/download/get-blender/
On 21 April 2011 08:40, Mitchell Stokes moguri...@gmail.com wrote:
Did the new Physics regression tests from Erwin get uploaded yet?
--Mitchell
On Thu, Apr 21, 2011 at 7:14 AM, Ton Roosendaal
Linux 32/64 are also uploaded, It took some time to solve to
double-check gzopen64 problem recently posted to our tracker. It works
fine now,
pete larabell wrote:
FreeBSD builds are up. :)
On Thu, Apr 21, 2011 at 9:14 AM, Ton Roosendaalt...@blender.org wrote:
Hi all,
Revision: 36273
Hello all,
I have my library hooked up to be installed when running make install
(using cmake)
The problem is that my installation directives are happening first
(installing to 2.57 dir) and then subsequently wiped out by the rest of the
blender install directives. How do I make mine happen at
Hi Sergey,
Thank to listen to my opinion! I hope it will have his weight between
all other one ;)
Like you said, maybe the best solution would be a slider (to give the %
of alpha level) or an option to be able to view the constructive
modifiers and/or hide the base mesh.
About combinations
Writing a changelog since 2.57, will post shortly.
On Thu, Apr 21, 2011 at 6:58 PM, Sergey I. Sharybin g.ula...@gmail.com wrote:
Linux 32/64 are also uploaded, It took some time to solve to
double-check gzopen64 problem recently posted to our tracker. It works
fine now,
pete larabell wrote:
Hi.
I need to know what is the polygon that is pointing the mouse pointer, for
example, if I have a cube I need to get the id of the face is pointing the
mouse pointer.
Thanks.
--
Yuniel
___
Bf-committers mailing list
Heres the change log for 2.57a:
Excluded build system fixes, bugs introduced _since_ 2.57 and trivial
bugs (1px offset icons!)
http://wiki.blender.org/index.php/User:Ideasman42/changelog_257a
Not sure where this should go so added to my own for now.
On Fri, Apr 22, 2011 at 3:00 AM, Campbell
25 matches
Mail list logo