Hi,
I did a analyze of the parts that 'might' be blocking the keying workflow
in Mango. See here a list of nodes and some concerns I have.
List is not ordered.
VectorBlur: this node still uses the old implementation that is heavely
optimized for single threaded execution. As vector blur is
Daniel, commited possible fix to svn r48251. Please try again.
On Mon, Jun 25, 2012 at 11:46 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
Sergey, I screwed up my install so I started installing SuSE from scratch
and this time following your exact instructions. Everything you
Hi all,
We (Monique and I) have already booked our tickets. We are also going to
the web3d conference that is the weekend before Siggraph. Perhaps also
interested for others?
Meet, yes; Hangout, yes; help, why not.
Regards,
Jeroen.
Original Message:
-
From: Ton Roosendaal
1. KeyingBlur (used for pre/post blur) uses a 'bokeh blur with gaussian
type flat' in the YCC color space on color channels 2+3. in 4k this can be
very slow. I would really like to see a different algorithm here. as the
bokeh type of formular is
It doe not use bokeh for couple of weeks
On Sat, Jun 23, 2012 at 7:39 PM, Troy Sobotka troy.sobo...@gmail.com wrote:
On Jun 23, 2012 5:01 AM, Campbell Barton ideasma...@gmail.com wrote:
- Texture and shading pipeline use rgb_to_bw() which treat RGB more
evenly which might be better for shading when very un-even influences
for RGB
On Mon, Jun 25, 2012 at 10:19 AM, Campbell Barton ideasma...@gmail.com wrote:
On Sat, Jun 23, 2012 at 7:39 PM, Troy Sobotka troy.sobo...@gmail.com wrote:
On Jun 23, 2012 5:01 AM, Campbell Barton ideasma...@gmail.com wrote:
- Texture and shading pipeline use rgb_to_bw() which treat RGB more
On Mon, Jun 25, 2012 at 10:44 AM, Knapp magick.c...@gmail.com wrote:
On Mon, Jun 25, 2012 at 10:19 AM, Campbell Barton ideasma...@gmail.com
wrote:
On Sat, Jun 23, 2012 at 7:39 PM, Troy Sobotka troy.sobo...@gmail.com wrote:
On Jun 23, 2012 5:01 AM, Campbell Barton ideasma...@gmail.com wrote:
On Mon, Jun 25, 2012 at 11:02 AM, Campbell Barton ideasma...@gmail.com wrote:
On Mon, Jun 25, 2012 at 10:44 AM, Knapp magick.c...@gmail.com wrote:
On Mon, Jun 25, 2012 at 10:19 AM, Campbell Barton ideasma...@gmail.com
wrote:
On Sat, Jun 23, 2012 at 7:39 PM, Troy Sobotka troy.sobo...@gmail.com
This fails on linux. now use memset() so it works no mater how
ThreadMutex is defined.
On Mon, Jun 25, 2012 at 1:13 PM, jens verwiebe i...@jensverwiebe.de wrote:
Revision: 48265
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=48265
Author: jensverwiebe
On Mon, Jun 25, 2012 at 12:05 PM, Knapp magick.c...@gmail.com wrote:
On Mon, Jun 25, 2012 at 11:02 AM, Campbell Barton ideasma...@gmail.com
wrote:
On Mon, Jun 25, 2012 at 10:44 AM, Knapp magick.c...@gmail.com wrote:
On Mon, Jun 25, 2012 at 10:19 AM, Campbell Barton ideasma...@gmail.com
I think I'm an issue of the newsletter late here, but I think that new
categories for the BGE tracker would be useful, and would really help to
see at a glance which bugs and issues need to be fixed.
___
Bf-committers mailing list
Hey Cambell,
I'd like offer my understanding and opinion on this subject and
hopefully it might clear some things up.
First I would suggest that like anything to do with color, there isn't
a simple way to do an operation without greatly simplifying your input
assumptions and focusing around one
That did it! great indeed
Daniel Salazar
patazstudio.com
On Mon, Jun 25, 2012 at 1:15 AM, Sergey Sharybin sergey@gmail.comwrote:
Daniel, commited possible fix to svn r48251. Please try again.
On Mon, Jun 25, 2012 at 11:46 AM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
I've read Charles Poynton's stuff backwards and forwards and I felt
like I could contribute to this thread, but it can get so confusing
that I actually cannot think of what to say.
Although there is no correct answer, these coefficients do usually
come from a standard. There are coefficients for
Hi,
would be great to meet and get to know some blender folks at siggraph.
I already got a full conference pass, so thanks.
Aurel
On 25 June 2012 09:19, j.bak...@atmind.nl j.bak...@atmind.nl wrote:
Hi all,
We (Monique and I) have already booked our tickets. We are also going to
the web3d
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
I really like the idea of having a node that lets you adjust the rgb
scalars. Perhaps it would have presets for newbies based on the
standards.
--
Douglas E Knapp
Creative Commons Film Group, Helping people make open source movies
with open source software!
Is there some information/documentation available in which format the
Blender Voxel texture files are written? I wanted to create an
exporter/importer for this format but i can't find any documentation how
it should look like.
Tobias Oelgarte
___
It's very primitive - just a 3d grid, represented as an array of float
values with a header that contains info on resolution etc. The header
is here:
http://projects.blender.org/scm/viewvc.php/trunk/blender/source/blender/render/intern/include/voxeldata.h?view=markuproot=bf-blender
Would be
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