How does that work? Do I just open a new task?
Thanks.
On Mon, Oct 26, 2020 at 3:45 AM Dalai Felinto via Bf-committers <
bf-committers@blender.org> wrote:
> Hi Joe,
>
> Can you use developer.blender.org instead? It is easier to aggregate
> feedback, see what changed, ... w
Hi all. I'm just about ready to submit my final proposal for improving
DynTopo performance. Could someone set me up with a wiki account so I can
write a design document? Thanks.
Best,
Joe
___
Bf-committers mailing list
Bf-committers@blender.org
https
Brecht, you can avoid the worst numerical instability issues of CCD by
adding a small repulsion force when cloth is in close proximity with
geometry. IIRC most commercial cloth sims do this.
Ton, I'm sorry I blew up. Cloth collision is something of a
special nightmare for me.
Sergej, that's
development process is this dysfunctional (this patch actually
passed review?
https://developer.blender.org/rB0666ece2e2f96571200d693d9d7bee1ca72d026f )
then I propose we eliminate the cloth code entirely and go with a third
party lib (Bullet?).
Joe
___
Bf
up for the task.
Cheers,
Joe Eagar
___
Bf-committers mailing list
Bf-committers@blender.org
https://lists.blender.org/mailman/listinfo/bf-committers
e to use MVert and MPoly, and find a way to dynamically
> grow/shrink the arrays? Then there would be one less special case in the
> sculpt code.
>
> On Wed, Oct 14, 2020 at 10:55 PM Joe Eagar via Bf-committers <
> bf-committers@blender.org> wrote:
>
> > I’ve actually copied
most performance bugs have been cache related).
On Wed, Oct 14, 2020 at 9:12 AM Dalai Felinto wrote:
> Hi Joe,
>
> By the way, could you please put together a design document before you
> go on with the branch development? This way we can get the design
> cleared out before you
veloper.blender.org/project/?member=PHID-USER-dh5md27jh3dxb57kokls
> >.
>
> Cheers,
> - Julian -
>
> --
> Julian Eisel - jul...@blender.org - www.blender.org
> Software Developer
>
> > On 14. Oct 2020, at 01:25,
Hi. I've been working on the DynTopo code a bit and I'd like a branch to
commit my work. Can I get whatever account permissions are needed for
this? I promise I won't commit to master. :P
Best,
Joe Eagar
___
Bf-committers mailing list
Bf-committers
Ah, these *user* interfaces, I mean. 3D user interface design isn't a
skill many people have.
Joe
On Tue, Aug 23, 2016 at 8:40 AM, Joe Eagar <joe...@gmail.com> wrote:
> Right. I'm rather bad at designing these interfaces myself. That's the
> hard part.
>
> Joe
>
> O
Right. I'm rather bad at designing these interfaces myself. That's the
hard part.
Joe
On Tue, Aug 23, 2016 at 2:35 AM, Ton Roosendaal <t...@blender.org> wrote:
> Hi,
>
> Aside of some details, this is what Antony and Julian already have been
> working on.
>
s the user expects.
One final point. 3D widget user interfaces are remarkably difficult to
design, and I don't have a lot of talent for that myself. Before any
coding happens, we should solicit proposals from people with 3D UI design
talent.
Anyway, ch
ented
immediately; in fact it can take years, and I think that's okay. I'd
much rather have knowledge I cannot act on now, then live in ignorance
until I have the means to implement said knowledge. When I finally do
implement it, I'll have had years to think about it.
Cheers,
Joe
On Tue, Apr 26
state. That was a big deal for her.
It might be worth concentrating on improving the UI workflow and not
spend too much time on new unwrapping features.
Best,
Joe
On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <p...@saphirestudio.at> wrote:
> Hey again!
>
> I just submitted/shared
Editmode undo is different than global undo, remember.
This, people, is an awesome idea. I've used Blender's tool operator
in three major projects (one of which is commercial) and I made
exactly this modification. Why should the transform tool copy the
whole mesh? Or the select tool? It's not
Thanks for doing this properly. Screen space AO still doesn't quite
work right; I've opened a bug report for it:
https://developer.blender.org/T46105
Joe
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman
,
Joe
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
need to work out the details of how these nodes will
be tied to scene objects, and I don't have a working implementation
yet of the fancy marching cubes algorithm (dual grid) you use for
hard-edged objects ( :( ). Anyway, I just thought I'd share.
Best,
Joe
haven't gotten approval to do this as a work project, so I'll be working
on this at home, for now.
Thanks,
Joe
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
Who's doing the viewport optimization work? I have some experience here.
The key thing is to limit OpenGL commands, and also the data sent per-frame
to the GPU. It might also be a good idea to move the simpler deform
modifiers into vertex shaders (and make sure to use a node system--it's
Boor's formula can be incredibly slow if
one implements it naively).
Anyway, I hope some of this is useful.
Best,
Joe
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
Do you have a link to a paper?
On Sep 28, 2014 10:45 AM, Fred f.hartho...@ziggo.nl wrote:
Hi Campbell Barton,
The amount of interpolation dots is 2^i, at the start of the demo i =
4(16 dots)
if you change i = 7 (the limit in the demo) than there are 128
interpolation dots.
if I had
,
not in separate texture blocks.
What do people think?
Joe
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
I agree, but I think maybe we should bring it back until the new
implementation. Though it shouldn't be too hard, just an extra flag per
node.
On Apr 14, 2014 3:56 PM, Daniel Salazar - patazstudio.com
zan...@gmail.com wrote:
The old behavior was too broad and intrusive, maybe swapping could be
A simple diff tool is certainly possible. In fact, you could probably do it
through py/RNA alone. Of course, patches would be a bit more complicated to
support, but could be doable (through RNA, you couldnt do it by patching
the DNA data itself, not even in a text form, because there is no such
I would vote for that we remove it.In my opinion using the UV Project modifier
is a better workflow.As for the more click argument, you can use the copy
attribute menu addon to copy selected modifier. So it actually require fewer
click.
As for compatibility, people can always download an
believe would
cover our code (since we have the or any later versions GPL clause).
However, that was written in 2008, and the link to the FSF's website is
dead; not what I would call a reliable source.
Joe
On Tue, Aug 7, 2012 at 1:01 AM, Davis Sorenson davis.soren...@gmail.comwrote:
According
On Tue, Aug 7, 2012 at 5:35 AM, Patrick Shirkey
pshir...@boosthardware.comwrote:
On Tue, August 7, 2012 12:45 pm, joe wrote:
I'm not sure I trust the FSF on this; it has a history of exaggerating
the
restrictiveness of the GPL.
That's a very strange thing to say about the FSF.
We have
Shape keys have normals?
On Mon, Oct 31, 2011 at 10:17 PM, Campbell Barton ideasma...@gmail.com wrote:
Revision: 41427
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=41427
Author: campbellbarton
Date: 2011-11-01 05:17:46 + (Tue, 01 Nov 2011)
The correct solution is probably to switch into the highest multires
level before converting to absolute space.
On Wed, Oct 26, 2011 at 5:27 AM, Andrew Wiggin ender7...@gmail.com wrote:
Revision: 41293
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=41293
experiments or something else?
ie bere are all functions that are in the patch but are never used
Well, I kindof asked for the rough patch. I wanted to see how it works.
Joe
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org
Thank you. Much nicer looking in the code. Those macros have always
bugged me; dunno why it never occurred to me to do this.
On Fri, May 13, 2011 at 4:49 AM, Campbell Barton ideasma...@gmail.com wrote:
Revision: 36660
how much code it would
affect, and how close we are to trunk integration).
Joe
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
thanks!!
On Mon, May 9, 2011 at 2:20 AM, Campbell Barton ideasma...@gmail.com wrote:
Revision: 36565
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=36565
Author: campbellbarton
Date: 2011-05-09 08:20:39 + (Mon, 09 May 2011)
Log Message:
Here's a patch; either one is probably fine.
On Wed, May 4, 2011 at 2:02 PM, joe joe...@gmail.com wrote:
It should still confirm on simple click without release_confirm on,
though. The two are separate features; one releases on mouse up in
edge slide itself, while the other allows you
me to think I *was*
doing a nice solution, short of rewriting the entire release_confirm
functionality.
Martin
___
Joe
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman
It wasn't in the code, and if it was it wouldn't have worked (the
launch event isn't recorded when edgeslide is executed after loopcut,
so I had to add an RNA property that lets you pass it to transform).
Joe
On Mon, May 2, 2011 at 7:55 PM, Matt Ebb m...@mke3.net wrote:
On Tue, May 3, 2011
On Mon, May 2, 2011 at 8:52 PM, Martin Poirier the...@yahoo.com wrote:
I'd also like to see this reverse. For the reasons that Campbell outlined and
others.
Martin
Did you read my reply?
Joe
___
Bf-committers mailing list
Bf-committers@blender.org
I have CCD code for hair (continuous collision detection) but right now I'm
finishing up bmesh. Collisions should sortof work in trunk though, you might
need to tweak the settings a bit.
Joe
On Wed, Mar 16, 2011 at 5:46 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
I just noticed
I'm bumping this thread, was any consensus ever reached on this topic?
On Thu, Jul 8, 2010 at 2:58 AM, Nathan Vegdahl ces...@cessen.com wrote:
Hmm... I shouldn't skim threads to quickly. It seems all my points
have already been addressed. In that case, I second the gist of the
proposal. ;-)
I thought I'd check if anyone still wants a siggraph hotel mate, but
it's no big deal if not, just a bit longer to travel by subway is all.
Joe
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf
@Gustav, ok, thanks. @Michael, yes I've done that recently.
Joe
2010/7/24 Gustav Göransson gustav.gorans...@gmail.com:
FYI, I've started a thread at blenderartists were people who aren't
active in the IRC channel can give feedback and discuss bugs, I'll try
to summarize everything
to look over the branch and ask questions, I'll try
to be in IRC as much as possible. Questions will help me in making a
good set of dev documentation, that's clear about why things are the
way they are.
Joe
___
Bf-committers mailing list
Bf-committers
I for one would love this.
Joe
On Tue, May 11, 2010 at 4:58 AM, Muhamad Faizol Abd. Halim
faizol.blen...@gmail.com wrote:
Hi,
Thanks for the feedback.
On Tue, May 11, 2010 at 8:11 AM, Joshua Leung aligor...@gmail.com wrote:
Hi,
On Tue, May 11, 2010 at 9:19 AM, Muhamad Faizol Abd. Halim
://irc.freenode.org/blendercoders , since blenderartists isn't
always the best place (though it has improved a lot, I'm still scared
of it from past experiences :) ).
Joe
On Sat, May 8, 2010 at 4:19 AM, Glenn Melenhorst
glenn...@optushome.com.au wrote:
Hi all. I have just joined the mailing list.
I am
a *ton* of hidden quirks to work out).
joe
On Mon, May 10, 2010 at 4:53 PM, Knapp magick.c...@gmail.com wrote:
On Mon, May 10, 2010 at 4:40 PM, Raul Fernandez Hernandez
ra...@info.upr.edu.cu wrote:
Hi there
I know resources are limited but what is to stop a few from starting a
branch
Ah, iirc the correct way to do this would be to handle this in the
appropriate lib_link_*** function (lib_link_sensors, or whatever it
is). You could check if the old pointer is NULL, and if so check if
there is a name in the name field, then look up the id block.
Joe
On Mon, May 10, 2010 at 10
) is also planned, but
again no one knows when it'll happen. As for opencl, many of us are
excited to start playing around with
it :)
Joe
On Fri, May 7, 2010 at 1:32 PM, nautilus nautilus...@googlemail.com wrote:
XSI's ICE is the use of a customizable node which can be compared to
the VOP node
Guardedalloc adds a great deal more overhead to allocations then
system allocators do, which I think explains much of it (and too
fine-grained allocations of course).
Joe
On Wed, Apr 14, 2010 at 2:08 AM, Campbell Barton ideasma...@gmail.com wrote:
Recently I was looking into blender using a lot
need to keep in mind going forward.
Joe
On Sun, Mar 21, 2010 at 1:32 PM, Seppo Tukiainen stu...@windowslive.com wrote:
Hi,
Even though the blender is great program, the following thing has been
annoying me for quite long time, but I don't know, if it’s a buck or lag of
feature, anyway here
. . .And you totally and completely missed my point :)
Joe
On Sat, Feb 13, 2010 at 4:06 PM, Martin Poirier the...@yahoo.com wrote:
Blender on windows already supports having the .blender folder in different
locations outside of the install folder, regardless of the build engine used.
That's
The install folder scons spits out is supposed to create/use a
.blender folder in the same folder.
Joe
On Fri, Feb 12, 2010 at 3:53 PM, Campbell Barton ideasma...@gmail.com wrote:
to conclude this tedious topic I better give an update for those who
dont read the logs.
Discussed
That would be bad, as it'd make different branches share the same
.blender folder.
Why are you messing with this?
Joe
On Sat, Feb 13, 2010 at 4:26 AM, Campbell Barton ideasma...@gmail.com wrote:
Update: only remove the scripts dir now, not the entire install
folder, apparently gives troubles
I wasn't implying we should keep old scripts around. Simply that you
shouldn't play around so freely with the behavior of build systems
like this, at least not without thorough testing :)
IMHO it should not use the $HOME directory unless your explicitly
making a release package.
Joe
On Sat
Also, alternatively we could store scripts as a gzip file datatoc'd
into blender, and extract it to a hidden temp folder on startup (or
even have python directly read from the gzip file, though I'm not sure
how to do this).
Joe
On Wed, Feb 10, 2010 at 8:44 AM, Campbell Barton ideasma
There's a function to update and get the image data,
image_update_for_frame or um something like this. The backjground
image code does this.
Joe
On Wed, Feb 10, 2010 at 12:12 PM, Benoit Bolsee benoit.bol...@online.be wrote:
Hi,
Recently, based on my status of the VideoTexture module
IIRC scalefast_compbuf is just a more optimized scaling function (we
have optimized scaling stuff in imbuf too, so I'm not sure is the
compbuf function really has any reason to exist or not).
Joe
On Fri, Feb 5, 2010 at 12:12 AM, James Ruan ruanbeih...@gmail.com wrote:
In version 10342
Congrats!
On Tue, Feb 9, 2010 at 12:19 PM, Christopher Cherrett
st...@trackingsolutions.ca wrote:
Yes that is what I thought you would be thinking :)
Congrats!
Original Message
Subject: Re: [Bf-committers] New project member: Daniel Salazar
From: Daniel Salazar -
Can we *please* get a vertical layout of the header as well?
Joe
On Tue, Feb 9, 2010 at 2:01 PM, Tom M letter...@gmail.com wrote:
Matt and others, on IRC we were discussing how slow and workflow
disrupting it is to move to the vertical panel layout and then scroll
to the option you want
A field for an offset might be nice too, for shape keys driving
multiple keys (looks like you could drive 2 keys with this, by
negating the multiplier, but not more then that).
Joe
On Wed, Feb 3, 2010 at 7:40 AM, Nathan Vegdahl ces...@cessen.com wrote:
Revision: 26582
http
Oh awesome. We've been needing something like this.
Joe
On Thu, Jan 28, 2010 at 7:23 AM, Raul Fernandez Hernandez
ra...@info.upr.edu.cu wrote:
Hi all
Last nigth I have finishing implementing the surface refinement for
particles, this allow to increase the resolution of the mesh for smoother
I don't think this would work, unfortunately. It'd be more feasible
to support branching within a single multires modifier, and it's
probably much more practical to simply make sure the existing shape
key tools do what we need.
Joe
On Fri, Jan 29, 2010 at 7:38 AM, Juan Pablo Bouza jpbo
Isn't time in whole seconds?
Joe
On Fri, Jan 22, 2010 at 8:09 PM, Mitchell Stokes moguri...@gmail.com wrote:
Hello Blender Devs,
A recent commit to threads.c added a function called wait_timeout. In
this function gettimeofday() is used, which MSVC does not define.
However, it looks like
allocator, which has caused significant problems for me and others. I
committed the code #ifdef'd out, so people who need it can play around
with it but not cause problems for others. There's a reason it's
*experimental*.
Joe
On Sat, Jan 23, 2010 at 5:46 AM, Brecht Van Lommel bre...@blender.org
ideas from other people, and go from there.
Anyway, it was silly of me to ignore the possibility of using
jcmalloc, which we can probably drop in as a replacement for malloc
within guardedalloc itself (and even have compile time options to have
guardedalloc go straight through to jcmalloc).
Joe
Brecht fixed this, he used a function called ftime.
Joe
On Sat, Jan 23, 2010 at 10:09 AM, Mitchell Stokes moguri...@gmail.com wrote:
Yes and so is timeval.tv_sec, and timeval.tv_usec is in microseconds.
Although I think I do see an error in my patch, it probably should be
now / 1000.0 instead
of an
effort to get the dialoge started.
Joe
On Sat, Jan 23, 2010 at 10:53 AM, Geoffrey Bantle hair...@yahoo.com wrote:
Apologies for the lack of line breaks in the last email,
I had forgotten that yahoo mail doesn't insert them
automatically. Below is the original message formatted
sanely (I
actually enabled
*until* after much testing and developer discussion, this was more of an
effort to get the dialoge started.
Joe
On Sat, Jan 23, 2010 at 3:13 PM, joe joe...@gmail.com wrote:
To reiterate my position. I committed this on an experimental basis,
and I originally planned to get some
jcmalloc seems the best, at least from the profiling results the
firefox people got with it. Doug lea's malloc is a bit dated, iirc of
the three or four good ones, it was the worst? can't remember
precisely, I could easily be wrong.
Joe
On Sat, Jan 23, 2010 at 1:06 PM, Erwin Coumans erwin.coum
?
Thanks,
Erwin
Sent from my iPhone
On Jan 23, 2010, at 15:16, joe joe...@gmail.com wrote:
jcmalloc seems the best, at least from the profiling results the
firefox people got with it. Doug lea's malloc is a bit dated, iirc of
the three or four good ones, it was the worst? can't remember
cmake
in the first place..
Joe
On Sat, Jan 16, 2010 at 8:30 AM, Erwin Coumans erwin.coum...@gmail.com wrote:
How about those projectfiles_vc9? A working cmake should make them redundant.
It would be great if Andrea Weikert (Elubie) and Benoit could switch
from manual updating those
I use msvc for source editing and debugging, and scons for compiling.
Build systems don't have to replace project files, I use scons mostly
because there's more control that way for what I do.
Joe
On Thu, Jan 14, 2010 at 2:28 PM, Mike Pan madoni...@gmail.com wrote:
As mentioned before, I think
Explicitly disabling it in the selection draw functions seemed to work
well enough before, via glDisable(GL_ARB_MULTISELECT).
Joe
On Wed, Jan 13, 2010 at 8:32 AM, Damien Plisson damien.plis...@yahoo.fr wrote:
Hi all,
FSAA was breaking border/lasso select operations (e.g. orphan vertices were
Though of course rewriting it more properly is good too. I've not
looked into occlusion query since the original nvidia extension; how
well does it work across disparate video cards?
Joe
On Wed, Jan 13, 2010 at 9:15 PM, joe joe...@gmail.com wrote:
Explicitly disabling it in the selection draw
with unreliable
dependency updates (old, crappy hardware is just too slow to do that).
Joe
On Mon, Jan 11, 2010 at 10:10 AM, Erwin Coumans erwin.coum...@gmail.com wrote:
From the CMake mailinglist:
http://www.cmake.org/pipermail/cmake/2009-July/030535.html
The problem with globbing is that CMake
That's what I was trying to figure out, whether it's as good as scons
or not. It sounds like it might be comparable, so I'm going to try it
as soon as I get time. If it is, I'll be very happy, since for all
it's ease of use and maintenance, scons really is super slow.
Joe
On Mon, Jan 11, 2010
to maintain.
Joe
On Mon, Jan 11, 2010 at 3:08 PM, Benjamin Tolputt
btolp...@internode.on.net wrote:
Erwin Coumans wrote:
Have you seriously tried to find a solution?
I'm surprised of so much resistance among the Blender developers
to such a nice build system as cmake.
Agreed. There seems
But of course I'm going to look into it more now, I would love to be
able to not have to deal with the sheer slowness of scons.
Joe
On Mon, Jan 11, 2010 at 3:26 PM, joe joe...@gmail.com wrote:
Well, it's had a rough start and some of us are wary of using it
exclusively without assurance it's
it really
matters though).
Joe
On Tue, Jan 5, 2010 at 10:51 PM, Matt Ebb m...@mke3.net wrote:
Revision: 25765
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=25765
Author: broken
Date: 2010-01-06 07:51:04 +0100 (Wed, 06 Jan 2010)
Log Message
BTW, keep in mind that on windows, argv is always in ascii (not UTF-8).
Joe
On Mon, Dec 7, 2009 at 1:44 AM, Yomgui yomg...@gmail.com wrote:
Hi,
I've seen in many places that the Python function PyUnicode_FromString
(and similar) is used to convert system strings like argv[] and IO
pathname
://irc.freenode.net/blendercoders , though GE
people seem to show up somewhat randomly so you might not always be
able to get help.
Joe
On Thu, Dec 3, 2009 at 6:03 PM, José Ignacio jose.cyb...@gmail.com wrote:
On Thu, Dec 3, 2009 at 11:00 PM, Scott Wengenroth
weng8...@kettering.edu wrote:
If I have a Python
, and faster subsurf/armature
systems would be very, very helpful. To be honest it'd be far more
helpful then faster physics or rendering systems, and you'd have a
much better shot at success.
Joe
On Tue, Nov 24, 2009 at 6:42 AM, Ishan Arora ishanar...@gmail.com wrote:
@ Farsthary,
I would recomend
knows when those refactors will happen, or
what their final form will be.
Joe
On Tue, Nov 24, 2009 at 7:19 AM, Charles Wardlaw
cward...@marchentertainment.com wrote:
Animation is a big part of blender, and faster subsurf/armature
systems would be very, very helpful. To be honest it'd be far more
83 matches
Mail list logo