You could have a look at how Cycles, Luxrender, POVRay, or any of the other
external render engines have done it. Many of the use blender's Python api,
so nothing to stop you from looking at the source code on how they did it.
Luke
On 04/06/2014 7:05 pm, "Hsehsiv Atpug"
wrote:
> Hi All !!
> :)
Will this svg file end up in blender trunk so it is easier for others to
make new icons based off the old ones?
Luke
On Fri, May 25, 2012 at 2:35 AM, Ton Roosendaal wrote:
> Hi,
>
> Andrzej mailed me with permission to also use this as "GPL 2 or later",
> like rest of Blender.
> I asked him to
Does this still occur with the cursor depth option turned off?
On Fri, Sep 21, 2012 at 11:32 AM, Jonathan Williamson wrote:
> Hey everyone,
>
> At what point did the 3D Cursor get changed to snap to any object
> underneath it when placing it with the LMB? What was the rational behind
> this?
>
>
Really cool, I'll check this out tonight!
On Oct 11, 2013 1:23 AM, "Tom Edwards" wrote:
> https://codereview.appspot.com/14454056/
>
> This patch makes the wm.progress_update bpy methods pump the message queue.
>
> Results are:
>
> * Users can cancel scripts with Esc
> * User input is ignored unt
Will the branches be moved to git too?
Luke
On Tue, Oct 15, 2013 at 9:24 PM, Ton Roosendaal wrote:
> Hi all,
>
> I had a meeting here with Sergey and Brecht and they proposed to allocate
> 2-3 weeks for them to do the svn-git migration and install a new tracker
> and review system on our proje
Nice idea. It is an issue that needs improvement.
I only have one suggestion. Instead of vertical writing, which as you
say would take work to implement, perhaps the use of clear and
appropriate icons might be easier to recognise in a hurry than writing
turned on the side. I think this is important
I think you are right in one sense. But, I look up here at a toolbar in my
gmail and see icons that I have never clicked on and I'm pretty sure I know
what they do. I'd call that self explanatory... I guess it takes a knowledge
before hand of the function, or a previous encounter with a similar loo
t; at least minimized) in order to get more real estate. I just object
> to them as the initial, only, or default interface.
>
> (BTW -- My Gmail is all buttons and text.)
>
> On Mon, Jun 13, 2011 at 9:25 AM, Luke Frisken wrote:
>> I think you are right in one sense. But, I
Your idea about hinting for icon rendering is exactly the same as one
I had last year when working on am icon set for a medical company last
year! Perhaps it's outside the scope of blender to create such a
system, but I certainly believe there is potential for the idea. I was
thinking about trying
I will be applying too, have almost got it to the stage I'm happy with, but
how do you want us to do a placeholder?
Luke
On Sat, Mar 31, 2012 at 8:25 AM, Antony Riakiotakis wrote:
> Hi, I will be applying too, I am just quite busy these days. I expect
> to submit a proposal in the weekend
>
On 3/25/10, JiShNu wrote:
> what about these ideas ?
> 1. Integrated library (components)
> 2. Plinth
> 3. Chamfering of walls
> 4. Rounded edges
> 5. Solid roof system (interconnect all points)
> 6. Inset
> 7. Selecting boundary edges (could be done applying both ring + loop
> selection)
If you can't call this version 3.0, when will there ever be a
significant enough change to deserve such a name change? What huge
changes deemed it necessary to in from 1.x to 2.0? If it was just
because of a lack of numbers then so be it, but now there is a chance
to amend that and actually emphasi
2.5x wasn't supposed to be the final goal was it? Was it not 2.6 that
would be recognised as stable? Maybe I am wrong there, but I do think
that the decision on the version name shouldn't be based only/largely
on such technical reasons. Thankfully, i've got no urge to say
anything else!
On 4/10/10
Would it be useful if you had control over what individual values got linked?
On 4/17/10, Campbell Barton wrote:
> On Fri, Apr 16, 2010 at 3:53 PM, Damir Prebeg
> wrote:
>> On 16 April 2010 11:17, Brecht Van Lommel wrote:
>>
>>> For animations where you switch between cameras you want all of t
I agree with Matt. Well said!
On 4/27/10, Matt Ebb wrote:
>> On Tue, Apr 27, 2010 at 1:25 AM, Brecht Van Lommel
>> wrote:
>>> Personally I think we should try to move to a system where you
>>> basically say, "texture this property", and then that property gets a
>>> texture or texture stack atta
I wonder how Sketchup deals with this issue with their embedded ruby...
On 4/30/10, Benjamin Tolputt wrote:
> Campbell Barton wrote:
>> Best bring this up next meeting and come to some consensus. I wasn't
>> in IRC for the decision either :)
>>
>
> Interesting to note :)
>
>> However I'm going aw
Don't you think it's a little hard to tell what's going into the
material and what's coming out with that suggestion?
On 5/10/10, Damir Prebeg wrote:
> I've started this topic so It's would be rude from me not to suggest
> something. First of all I like Bassam suggestion about nodes, here is my
>
worry about my little rant.
On Mon, May 10, 2010 at 5:52 PM, Damir Prebeg wrote:
> Uhm... Please, can you explain "Hard to tell what's going in and what's
> coming out"?
>
> On 10 May 2010 09:45, Luke Frisken wrote:
>
> > Don't you think it's a little
Aha! I thought the nodes with preview labeled on them were dedicated
preview nodes. That's why I was so confused! My mistake, so carry on
with those good ideas.
On 5/11/10, Damir Prebeg wrote:
> It looks that flow in my image wasn't self explanatory so here is modified
> one. And this one treats
There's really not much point trying to use something as complicated
in computer usage terms as blender if one can't cope with the
installation how it is now.
On 7/14/10, Vilem Novak wrote:
> If you are a real mac user, you use .dmg images very often,
> since it's the way most apps do it, so why
Sound's good to me Jason! But seriously, the way the brush selection
works departs from the blender norm. You don't click on the texture
preview to select the the texture type. Same goes for materials. Not
to say that the new brush panel is worse, or a bad idea, but I also
think it would be good to
ill be good for blender :)
On 7/23/10, Jason Wilkins wrote:
> Brushes are ID blocks, not types, so its completely consistent I think.
> The brush 'type' is the 'tool' and it is selected using a drop down menu
> like texture types.
>
>
> On Thu, Jul 22, 2010 at
I can't remember if we get email notification on a bug report do we?
If so then a week seems to be reasonable...
On Mon, Sep 6, 2010 at 6:03 PM, Carsten Wartmann wrote:
> Am 05.09.2010 04:17, schrieb Nathan Letwory:
> > Hi all,
> >
> > Our team of Janne, Campbell, Diego and I have started our wo
If all else fails I suppose someone could try mailing you a dvd with
the latest repository on it :) I would offer to do so now but alas i'm
doing exams and don't have much time.
On 11/2/10, ra...@info.upr.edu.cu wrote:
> Hi all :)
>
> Since my branch has became pretty obsolete and was based on
On 3/2/11, Thomas Dinges wrote:
> Hey Tom,
> well as I said there should be a tag already and we already used
> msvc2008 for Blender 2.49b. So there should be no problem at all. :)
>
> Am 01.03.2011 21:01, schrieb Tom M:
>> Tag the libs as 2.49b before removal, then they can check out the tag
>> f
Things get blacker as you leave earth's atmosphere and head into space :)
On 3/2/11, Knapp wrote:
> On Tue, Mar 1, 2011 at 12:34 AM, Daniel Salazar - 3Developer.com <
> zan...@gmail.com> wrote:
>
>> right.. we could come up with a million analogies for one or the other
>> side. Anyway I've done s
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