I'd also like to chime in on the icon heavy ui, I think it would probably
be more trouble than it's worth. Blender is like vim and I use both vim and
blender, but I agree with Fabien.
The main disadvantage I see with icon heavy software is the issue I deal
with a lot right now. hDPI support is
HI guys
I read this and the notes from a few of the more recent coder meetings and
I had a few questions. I noticed that the new 3.2 renderer will break
backwards compatibility with previous versions of the particle system.
I have been doing some work with the node system in blender for a
tml#gpu.export_shader
> .
>
> Is that what you were looking for?
>
> Regards,
> Daniel
>
> On Thu, Mar 24, 2016 at 2:46 PM, Owen Hogarth II <gurenc...@gmail.com>
> wrote:
>
> > Howdy
> >
> > I read somewhere once that I could get the source code that ble
Howdy
I read somewhere once that I could get the source code that blender uses to
render a mesh from some of the python api inside blender.
I've been looking around but misplaced that link.
How do I get the source code for the shaders that blender is using to
render mesh [x]
Best,
Owen
in <sergey@gmail.com>
wrote:
> That is exact C++11 issues i've mentioned above. Blender is not using it by
> default so you'll have manually add some flags for that.
>
> Alternatively you can make llvm-3.4 to be compiled (see my notes above
> about this).
>
> On Sat, Mar
Howdy
compiling blender from source today it seems to want to update to llvm 3.6
but of OSL doesn't build with llvm 3.6
I manually downgraded my own copies of llvm and clang to 3.5 but the
install_deps.sh script pulls down 3.6
there's this long thread about it on github:
> 3.4 btw. Such configuration requires OSL to be compiled with C++11, which
> we don't do yet.
>
>
> On Fri, Mar 18, 2016 at 10:43 AM, Owen Hogarth II <gurenc...@gmail.com>
> wrote:
>
> > The issue if I'm correct is that OSL just doesn't work with llvm 3.6 but
> > t
Hi Campbell
I am having similar issues compiling on jessie testing. OSL fails to build
complaining about C++11 errors. I use the build placing dependencies and
their things in /opt/blender/deps/src
I just tried this build about 2 minutes ago.
http://pastebin.com/HEAw82Jw
I can compile the
; See also
>
> "/home/tianwei/src/blender-deps/OpenShadingLanguage-1.7.1/build/CMakeFiles/CMakeError.log".
> make: *** No targets specified and no makefile found. Stop.
> make: *** No rule to make target `clean'. Stop.
> ERROR! OpenShadingLanguage-1.7.1 failed to c
, Mar 18, 2016 at 2:20 PM, Owen Hogarth II <gurenc...@gmail.com>
wrote:
> oh, I see.
>
> I though llvm 3.5 would work but currently this version of debian jessie
> testing doesn't have llvm 3.4
>
> I'll post it on the OSL github issue tracker.
>
> Best,
> Owen
&g
m=3.5 command line argument to force LLVM 3.5 to be used.
> This might result in C++11 issues i've mentioned above.
> - Use --force-llvm command line argument to force llvm-3.4 to be locally
> compiled and installed to /opt/lib. This will match the release environment
> in fact.
>
> On F
Would there be anyone against using the pixar USD format:
http://graphics.pixar.com/usd/
After looking at it, it seems pretty robust, the format is open like what
was said previously and best of all it looks like it can fit right on top
of blender's in my opinion.
So will this list continue to
@Brian
That's definitely good news, I am sure there are more devs like you out
there who could help get this done. I looked tat the opengl format but like
@Juan said it's pretty opengl specific so would be pretty useless for
things outside of opengl world. Does Ton or Campbell or anyone else have
This +1
On Wed, Feb 10, 2016, 20:47 Fabio Pesari wrote:
> On 02/10/2016 01:23 PM, Keith Boshoff wrote:
> > I'm speaking from a Unity perspective and the chances of them including
> > other mesh formats in the near future are slim to none (Though I'm still
> > going to nag them
thanks, that did the trick.
Best,
Owen
On Sat, Jan 30, 2016 at 12:07 AM, Bastien Montagne <montagn...@wanadoo.fr>
wrote:
> Hi, just pushed a probable fix, please checkout latest master and try
> again :)
>
> Le 29/01/2016 14:56, Owen Hogarth II a écrit :
> > [ 90%] Build
If others are willing to implement the plugin architecture I personally
have no feelings towards, it misses the point that I was trying to push
forward. I do not want blender to change or to start focusing on game
developers, I know that's a fool's errand. What I want to do is very simple
to
that's such a crazy story but not unlike what I was talking about in my
make blender a ui for game engines thread. Have a small clean core built
around C, let other programmers be able to access the core blender
features. Not make blender into a game engine, make the core of blender;
the c core
Guys I am not going to bring this to some secret discussion, I posted it on
the public list so that everyone who does have an opinion could chime in.
I am coming at this from a slightly different point of view. Blender is
great at doing what it does, which is a modeling tool. I do not want to
I think that gamekit link was posted before, I've run across it before but
that still misses the point. It's an external tool that's duplicating a lot
of the work that blender already does. It is a pretty nice piece of
software though but that skill could be used to refactor the internals of
Ton two exit functions, what what? What does that have to do with anything?
Are you saying that if you run blender in headless mode without a UI you
have to call one exit function and blender with UI needs a separate exit
function to work properly? If so why is that the case? If not can you
scan header (.h) files, like Blender DNA files to update the file
> definition or create your own file format.
>
>
> 2016-01-22 4:49 GMT-02:00 Campbell Barton <ideasma...@gmail.com>:
>
> > On Fri, Jan 22, 2016 at 4:34 PM, Owen Hogarth II <gurenc...@gmail.com>
> >
;
>
>
>
> Regards
> Holger Machens
>
>
>
> [1] http://homac.cakelab.org/projects/JavaBlend/
> [2] https://help.github.com/articles/using-pull-requests/
>
> Ton seemed to think it was useful
>
> On Thu, Jan 21, 2016 at 12:52 AM, Owen Hogarth II <
ill <blueprintrand...@gmail.com>
wrote:
> http://homac.cakelab.org/projects/JavaBlend/ but I did not dig for a git
> etc.
> On Jan 21, 2016 1:07 AM, "Owen Hogarth II" <gurenc...@gmail.com> wrote:
>
> > How long ago was that email sent and where is the code now?
>
Jacob that's usually where it all ends up, stalled. They are trying to
write a java parser for the python code when in all actuality if the core
of blender was reorganized a bit, there would be no need for these types of
things. c is universal, blender is built on c and for ease of use the
blender
could use other addons that leverage the same data?
>
> How feasible is this?
>
> Owen Hogarth -> What physics engine are you using? GLSL ? may I see your
> git etc? youtube?
>
>
>
>
> On Thu, Jan 21, 2016 at 12:19 AM, Owen Hogarth II <gurenc...@gmail.com>
>
how stable) but
> the best solution would be to take the original source code + a proper
> interface and just link it into a library. (I talked to someone who had
> the same idea - don't remember his name, unfortunately.)
>
>
> Regards
> Holger
>
>
> On 21/01/16 20:33, Owen Ho
On Wed, Jan 20, 2016 at 11:56 PM, Owen Hogarth II <gurenc...@gmail.com>
> wrote:
>
> > Hi guys
> >
> > I initially spoke with ideasman on irc about 8-12 months ago about this
> > idea and I wanted to message this list to see if I could get some
> support.
> &
Hi guys
I initially spoke with ideasman on irc about 8-12 months ago about this
idea and I wanted to message this list to see if I could get some support.
A lot of small teams and single dev guys use blender as a major part of
their asset creation pipeline for their 2d/ 3d games but then they
Did you compile and install all of Blender dependencies or you just ran
this command after getting the code from github?
If your having trouble you can use the file located here:
cd [blender git location]
./blender/build_files/build_environment/install_deps.sh
that will do a lot of the heavy
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