[Bf-committers] FabricEngine Splice for Blender

2014-08-12 Thread Thomas Volkmann
FabricEngine is giving away 50(!) free licenses to studios: http://fabricengine.com/fabric50/ With that in mind I really think Blender should become able to make use of that, by implementing their Splice solution: http://fabricengine.com/splice/ Any thoughts on that? Maybe we should start a

Re: [Bf-committers] Build Error Cmake

2014-08-12 Thread Daniel Salazar - patazstudio.com
OK just to end this discussion and for anyone that encounters this same problem. It was because I had march=native flags wich forced global avx - Sergey cheers! Daniel Salazar patazstudio.com On Mon, Aug 11, 2014 at 9:39 AM, Sergey Sharybin sergey@gmail.com wrote: That's not a direct

Re: [Bf-committers] Build Error Cmake

2014-08-12 Thread Sergey Sharybin
Well, the thing is -- i'm just not sure why the compilation error happened and i can not reproduce it either. All this doesn't mean there's no issues (there 's always a room for annoying platform-specific issues) and ideally enabling such an optimizations shouldn't cause such a bugs, so if

Re: [Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera

2014-08-12 Thread Ejner Fergo
Hi, Can we also get a preset for the Blackmagic Production camera 4K at the same time? I'll get some test shots from that camera later this month. The sensor is 21.12mm x 11.88mm I can only see the width size on the templates for cameras in Blender, why is not displaying the height as well? Is

[Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera

2014-08-12 Thread Sam Vila
Hi Ejner, I agree, we should have the width and the height as well, it's kind of confusing just having one but not the other one. The 4K version would be a good addition as well. ___ Bf-committers mailing list Bf-committers@blender.org

Re: [Bf-committers] New camera preset: Blackmagic Pocket Cinema Camera

2014-08-12 Thread Ejner Fergo
I don't think the tracking algorithm uses the sensor height, but as I mentioned, the normal camera presets in the properties editor does show both sensor width and height (horizontal/vertical sensor fit), for calculating the horizontal and vertical FOV. Here's the presets for the original BMCC:

[Bf-committers] Oculus Rift support

2014-08-12 Thread Sam Vila
Hi, Why not include Oculus Rift support? Unreal has it, Unity has it and many others as well. This guy is showing how to make Blender compatible with Oculus Rift: http://lubosz.wordpress.com/2013/06/26/oculus-rift-support-in-blender-game-engine/ Would be interesting if the Blender Foundation

[Bf-committers] Oculus Rift support

2014-08-12 Thread Sam Vila
Hi Mitchell, Have a look to this: https://github.com/lubosz/python-rift/blob/master/LICENSE This would work for the BGE? if so do you think you could start reviewing this and provide official support for Blender? Appreciate your response. Thanks. ___