[Bf-committers] Proposal: 2D handler for Compositor

2014-07-25 Thread Sam Vila
Hi, After seeing the new sunbeams node I just notice that it would be VERY handy to have a node in the compositor to display a handler that you can move around the screen and provide coordinates to be plugged into other nodes. Right now the only alternative is click on the values and drag, drag an

[Bf-committers] Proposal: 2D handler for Compositor

2014-07-25 Thread Sam Vila
I think a radial dial wont be as good as having a handler node or similar, this way you can have a node adjusting many other elements into other nodes. For example you can create a node handler that has an absolute position and many other nodes are reading this position to add their effects. After

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

2014-08-08 Thread Sam Vila
Hi, Where can I request to add new presets for the movie clip editor? I would like the developers to add the Blackmagic Pocket Cinema Camera, we already have on Blackmagic camera there but it would be interesting to have the pocket version as well. If you are interested to add this new preset the

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

2014-08-11 Thread Sam Vila
Hi Daniel, are you talking about Sebastian König? Do he has rights to commit this? Thanks. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

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

2014-08-11 Thread Sam Vila
The sensor size is 12.48mm x 7.02mm. I can only see the width size on the templates for cameras in Blender, why is not displaying the height as well? Is that correct? The width for template of the other Blackmagic camera is 15.81mm but doesn't show any height. In any camera shows the height only

[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 http://lists.blend

[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 cou

[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. ___

[Bf-committers] Blender tracking zoom solver

2014-09-25 Thread Sam Vila
Hi, Any idea when the tracking system in Blender is going to provide a zoom lenses solver? I think the motion tracker is quite decent right now but not being able to solve shots with zoom it really limits a lot in many productions. Any feedback about this topic is welcome. Thanks. __

[Bf-committers] Cycles as Default Engine

2014-10-03 Thread Sam Vila
They shouldn't have cycles being the default unless they provide at least shadows control as BI has (you can tint shadows and control the intensity much better than in cycles) as well as light groups and 'This layer only' options. I do all kind of tricks with these settings that are much more compl

[Bf-committers] Blender tracking zoom solver

2014-10-04 Thread Sam Vila
Hi Hermann, It is great that you are working on solving some of these problems. My main concern is the zoom shots, sometimes you have a shot that starts with a 30mm lens and ends up with a 50mm. Right now the only way is to track the entire shot as if it was a 30mm, or you can track it twice one f

[Bf-committers] Cycles as Default Engine

2014-10-05 Thread Sam Vila
Hi Daniel, of course I know you can change that on the menu, what I'm saying is that BI is a feature complete render engine (maybe not the best quality ever but it's complete), Cycles is not complete, one more example: The render passes in cycles are most of the time unusable, try to get an object

[Bf-committers] (no subject)

2014-10-05 Thread Sam Vila
Thanks for the replies, I just wanted to show some of the features that I think Cycles would need to be as flexible as BI. If we have a fix for the passes and the ability to play in a non-physical correct way with some of the settings then it would be great! As I said it's great that you can cheat

[Bf-committers] Fwd: [Blender Foundation] Your organization application has been rejected.

2015-03-02 Thread Sam Vila
I agree with the kickstarter formula, that would make the users have what they want and a new way to bring incomes to Blender. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

[Bf-committers] Blender developers meeting minutes - March 8, 2015

2015-03-08 Thread Sam Vila
Hi Ton, Just a quick note about the goals for 2.75, one of the points says 'OpenSubdiv (We wait for Pixar to release 3.0)'. This is actually released on this as far as I know: http://graphics.pixar.com/opensubdiv/docs/release_notes.html and: https://github.com/PixarAnimationStudios/OpenSubdiv _

[Bf-committers] Fwd: colored wireframe patch

2013-01-09 Thread Sam Vila
Totally agree, this feature should be officially supported, at least we should be able to have the option of using it or not, some artists they manage their assets by colors in other packages and it's a nice workflow to do it that way sometimes. ___ Bf-co

[Bf-committers] colored wireframe patch

2013-01-10 Thread Sam Vila
I don't see so much problems on that. If we have that feature we can manually customize our colors for the rest of the UI. Actually we cannot do single custom colors for meshes but if we could that would be a good option for artists, then we can change some UI colors if they get confusing or someth

[Bf-committers] Sub-groups in Blender now and then

2013-02-12 Thread Sam Vila
Hi, I have a question/request: based on this video: http://www.youtube.com/watch?v=NeQ7Yocir0U&feature=player_detailpage#t=90s Looks like the old 2.48 versions had the ability to create sub-groups when you're linking objects, that's very sweet and keep everything more organized but I've been tryi

[Bf-committers] Sub-groups in Blender now and then

2013-02-19 Thread Sam Vila
I cannot reproduce that workflow not even in 2.49b, should I use a much older version? Is there anyway to port this feature into the new 2.6x series? In production would be more than welcome to have such a feature, specially if we had it before but not now. _

[Bf-committers] Add-ons in Blender for commercial services

2013-08-27 Thread Sam Vila
Hi, looks like Octane Render just published all the source code and the necessary stuff for the Blender Foundation to be able to integrate this directly into the trunk. Are you aware about that? If so... why not doing it? This is a good chance to show that Blender is also able to deal with commerci

[Bf-committers] Add-ons in Blender for commercial services

2013-08-28 Thread Sam Vila
Hi Ton, sounds great, thanks for reply. It would be great if Blender can show to the industry that it can support commercial software and building bridges to bring more professionals into Blender. Octane seems to be a good starting point to show this to other companies. It's also a great news that

[Bf-committers] Blender 2.69 testbuild1 AHOY

2013-09-25 Thread Sam Vila
The add-on "Chain" has errors so cannot be used. Please check this out. Thanks. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

[Bf-committers] Blender 2.69 testbuild1 AHOY

2013-09-26 Thread Sam Vila
*Bastien, are you sure is *r4771? that release number seems to be totally wrong, we are at 60382 right now. I thought it would have more attention in reporting this in here now that we're close to the release instead of getting lost in several bug reports in the bug tracker. __

[Bf-committers] Blender new interface suggestion

2013-10-14 Thread Sam Vila
Crs Mrn, I think you're talking without knowing... check these numbers: Default resolution of the viewport in Maya: 1407 x 725 Default resolution of the viewport in Blender: 1490 x 850 This is 5.89907604832977% wider and 17.24137931034483% higher in Blender than in Maya and 83x125 more pixels. C

[Bf-committers] UI project and team

2013-11-18 Thread Sam Vila
game engine. If you need some help with the UI design feel free to contact me. I've been using Blender and other 3d/2D softwares for many many years so I might be able to help you a bit in case you need. Here's my latest demoreel: http://www.blendernation.com