Hi
I'm running to Havana now, I will give a one week course Introducing
Blender Development in the University of Informatic Sciences, I hope it
will attract more cuban newcommers :)
Cheers
Raul
>>>
- Participe en Universidad 2012, del 13 al
yes, they where not cleaned experiments or things to be further develop
later, anyway, a slim version would be best.
Cheers
Raul
> On Mon, May 23, 2011 at 12:13 PM, wrote:
>> Thanks for the quick repply.
>>
>> I thougth someone has being able to compile it and post a build online
>> ...
>> didn
Thanks for the quick repply.
I thougth someone has being able to compile it and post a build online ...
didn't knew community don't have a build to test with.
(a consecuence of the lack of feedback) my main communication channel is
email, I can't barely surf the web and definatelly I cannot longer
Hi there :)
Yes, the patch is more like spagetty code and for internal development, I
use all of those hacks in order to get a working system first, and only
then start reworking/redisigning into a readable form. UnlimitedClay is
about mixing two very separated functionality in Blender source code
Hi all :)
Finally I could upload it to PasteAll.org!
http://www.pasteall.org/21170/diff
I have sent another email to this list explaining more things with the
full patch but is awaiting moderatio because is big ... sorry, I fear I
cannot upload to pasteall :(
Cheers
Farsthary
>
Hi all :)
Now that I have leverage both UnlimietdClay and LiveClay implementations
http://farsthary.wordpress.com/2011/04/25/second-liveclay-video-test/
and since free time is a scarce resource for me I will rely on the true
power of open source: "release often, release early" and hopefully will
Hi LetterRip :)
>> I have discovered also a memory issue that is eating a lot of RAM as I
>> sculpt, due to no correctly freeing PBVH rebuilds, I have pointed many
>> times that also a big performance eater is the global nature of all
>> EditMesh operations: for split faces the function iterates
Hi all
Yesterday, in a code sprint the whole nigth I have implemented new
optimizations to the dynamic subdivision, specifically in the face
classification part (to determine if a face will be smoothed and
subdivided).
That code proves to be higly optimized as a I quickly discard faces to
avoid e
Hello Benjy
You're wellcome, being a Blender developer is a joy and a pleasure that
will fill you, you will see ;)
Cheers
Farsthary
>
> Hello,
> My name is Benjy Cook, I'm a long time Blender user and avid programmer. I
> am currently a student at Tel Aviv University, majoring in Computer
> Scie
> We've been in some kind of "freeze" long enough now. Let's have fun
> for a while, and then try to fix it all up again :)
>
> -Ton-
Those words are music for my ears :)
Congratulations!!!
Cheers
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Ops! I can't access to any google hosted project/site...
"Forbidden
Your client does not have permission to get URL / from this server.
You are accessing this page from a forbidden country."
So can I stick to my old way of send my patches? many times I don't have
the possibility to choose :(
Ch
Thanks Damien and Serguey !
I will review them and will see how did they fit or what optimizations can
be made ;)
Cheers
Farsthary
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Hi all :)
I have once again teamed with Stephen to finish the implementation of the
particle polygonizer,we have fused his modifier approach with my slighly
faster polygonizer ... but since I have lost my Realflow demo version I
can't have speed reference comparison.
We don't use (and I would pre
Hi :)
> Sounds great! I am just at particles chapter for my book an was not sure
> to include fluid particles at all, it is (was?) quite hard to get nice
> simulations, they tend to explode to often with no (for me) obvious
> reason.
That explode thing is long in the past, Jahka has improved a lo
Hi
May be my recent released relaxation patch can help
http://www.box.net/shared/ddhtfnsq75
>
> HI guys!
>
> As I see it, shrinkwrap is lacking of two things that would make it even
> better.
>
> 1_ A Neighboring vertexes smoothing factor. This would be done by applying
> a kind of falloff to th
Hi guys :)
As you may know, recently I have being working on several relaxation
algorithms that prove to be useful for mesh editing to extend funtionality
of the current somoothing algorithm implemented in Blender.
Well, I have made a patch with the two best relaxation algorithm I have
being worki
Hi all :)
Firts of all congratulations for Valentine's day.
This weekend I have made a few tweaks to UC and got a minor speed boost,
remaining still in my todo list to be released is:
-Implement the PBVH tree faces update (the current showstopper and the
most performance hungry step).
-Fix some
Hi Bretch :)
Thanks a lot! this certainly explain everything ;)
I need to store several different values, I need a float[3] for
accumulating neighbours positions, an int to store neighbours amount and
more advanced relaxation algorithm may need to store aditional
information like face area, angl
Hi :)
In order to finish and release the new mesh smoothing/relaxation patches I
have being working on I'm rewritting them to avoid introducing new fields
inside the EditVert structure, so I end up using the union tmp inside that
structure that is for temporal data storage... well, here is where t
Hi Aurel
Regarding baking of radiance cache, have you considered a camara/view
independent baking?.
A way to implement this is raycasting from ligth sources and not the
camera, sice ligth is aditive, for baking with several ligth sources you
simply iterates over them.
Cheers
Farsthary
> Another
Hi
> It is OpenSource, the source can be find here:
> http://software.intel.com/file/31849 (Link from the 8th and last page of
> the
> article)
> However it is copyrighted and not under any specified lisence. You can
> still
> read it or contact the author if you want to copy some code.
>
> Xavier
Hi guys!
well, in past days my email server was down so this message is kind of
late ;)
anyway, here it goes:
Recently an Intel developer has written a series of articles about
realtime vortex simulation for games. The demo
(http://software.intel.com/en-us/articles/fluid-simulation-for-video-gam
Hi Aurel :)
Improvements are allways wellcome, thanks!
> I have written a documentation back then, which is full of other
> details of the related project and a more general discussion on volume
> rendering. But in the volume rendering section, there should be a good
> explanation of my work:
> h
Just a quick update to fade away fears ...
Unlimited Clay blender patch will DO be released under GPL, a fist version
has been released long a go and my current patch is just an update (a
radical but an update) There's no need for a "rescue UC" call, I'm not
leaving.
What's holding UC in Blender i
Hi all!
I have an exiting announcement to make: I'm joining Pilgway/3DCoat
team! my Unlimited Clay efforts are higy appreciated by them and I
will be collaborating to integrate dynamic subdivision sculpting in
3DCoat.
3DCoat (http://www.3d-coat.com/) is a leading sculpting application in the
Hello Ton :)
Thanks! it certainly clear things a lot! yes, I´m figuring out just didn´t
knew the edges restriction ;) will continue today trying to implement pole
splitting, if I managed to do it I plan to release it along with the mesh
relaxation algorithms as a patch.
Ton, in case the Planet T
Hi
if I need to replace an editface's editvert with some other editvert
should I need to directly replace in the structure and down edges
structure too? or is better to create a new face with the new vert and
delete the old one?
also what would be the correct functions to use and delete new editve
Hi Nicholas!!
> Very impressive! Nice work Raul, looking forward to seeing the patch :)
>
> -Nicholas
those words coming from you are very important! thanks a lot!! yes, now
the algoritmic engine is ready, the remaining issues are dealing with
blender architecture and the PBVH update structure,
Thanks a lot! I will review them :) btw did you have seing the new test
video? hope you like it
Cheers
Raul
> Hi again,
> I asked Bruno Levy about your references. He told me:
>
> .Marc Alexa http://www.cg.tu-berlin.de/menue/publications/
> .Olga Sorkine http://cs.nyu.edu/~sorkine/publications.
Hi guys!
The video is now online ... waitting visaul feedback
... again, no public patch aviable for now ... sooner than you think will
be :P
http://farsthary.wordpress.com/2011/01/07/toward-sculptris-like-sculpting/
hope you like it
Cheers
Farsthary
Hi :)
> Hi Raul,
> I bet we are on the same deadline. I don't know many things about
> sculpting, but I believe you should probably mention automatic
> quadrangulation methods if you are subdividing using Catmull Clark,
Oh yes :) ! I´m aiming at SIGGRAPH 2011 , perhaps is too high goal for me
Ops I forgot in my previous repply to mention that the paper I'm writting:
'Dynamic subdivission sculpting' will make life easier for those who want
to integrate that feature in any sculpting pipeline.
I'm writting there the unlimited clay algorithm essence and theory, and
contrary to what I thoug
Hi all :)
Thanks a lot! I want to thank one more time the incredible and fast help
from the community, I have gathered a lot of research papers and yes,
softwares can and should be cited (I will use APA standard)
The unlimited clay dynamic subdivision video test will soon be online,
just wait a
Hi all
I´m finishing a paper regarding dynamic subdivission sculpting and for
the "Related Work" section I need to find previous papers/research in the
field.
So far I have Sculptris (which is a software, not a paper and I don´t
know how to cite it if applications could be cited) , recently VUE
Hi all :)
Soon will be uploaded a new video test showing my recent advances in the
Unlimited Clay project, this is my late christmas present for the
community but I think you all will be very pleased.
I show there my previous approach, sculptris approach and my new
algorithm, notice how those lo
Hi all :)
This end of the year /new year will be full of surprises and good news
... I hope that. ;)
Regarding Unlimited clay I have very good news and also a new surprise
development in particles simulation field ... but sorry, you will have
to wait a bit more for that ;) I have a very low ba
Hi
>> 2) Other projects, branches
>>
>> - Janne Karhu: he approved on Stephen Whitehorn "viscoelastic fluid
>> particle springs" code, is almost ready for merge to trunk. Not real
>> "new",
>> but completes functionality for fluid particle system. Will be
>> submitted
>> after 2.56.
Oh! I´ve mis
Hi
Since I have performed a research on optimal smoothing algorithm I end up
implementing and experimenting with several of them, along with the
spring relaxation I have successfuly implemented a method called Revised
ideal Length relaxation and , the most interesting to me, the HC
relaxation alg
Hi Jeroen :)
Good points and I don´t see how my points are against yours, both are two
sides of the same coin :)
> Hi,
>
> A wise men told me, with great power comes great responsibility. I find
> myself to be a very experienced developer, but still I like that my
> patches are reviewed by other
Hi :)
I can´t speak for all wish-to-be-a-committer, just for myself as one of
them :) but I think the main motivation of being a developer is to get
your work recognised and widely used and the summun of that is to be
commited in official releases. If too restrictive commit rules make that
path
> Nice video, looks useful :)
>
> Regarding your question, I assume you mean smoothing of UVs in the
> UV/Image editor? If so, then I think you would need to implement that
> operator separately.
>
> -Nick
>
Hi Nicholas :)
Thanks a lot! yes, is quite handy, I´m currently researching smoothing
re
Hi guys :)
The second smoothing algorithm video test is now online ... just a
question, if I add it as an editmesh tool it will be automatically
aviable for the UV module or has to be added elsewhere too?
http://farsthary.wordpress.com/2010/12/17/spring-relaxation-second-test/
cheers
Farstary
Hi all :)
this weekend I polish a bit more the spring based smoothing algorithm and
as suggested by an artist, I have added frontier preserving shape in open
meshes, for using this smoothing as an independent/general smooth this is
a very desired feature.
Also for closed meshes it won't shrink th
Hi guys!
The last step on getting good topology (aside from a good smoothing that
luckily we already have) seems to be some sort of dynamic brush size, I
mean, mesh detail under the brush should be fine enough to avoid
stretching polygons, and also detail transition among adjacent faces
should b
Hi guys :)
last week I announced that I was implementing a particle spring based
mesh relaxation algorithm for unlimited clay ... well, thanks to Lapinou
that post my test video you could now check it.
The main advantage of this method is that it converges to the rigth
solution from any initial
Hi
Once updated my SVN windows libraries and Blender code base I fail to
compile it under Windows 7 64 bits and python 2.6 + scons + MinGW ... I
get this error:
Compiling ==> 'buildinfo.c'
Linking program ==> 'blender.exe'
C:\MinGW\bin\..\lib\gcc\mingw32\3.4.5\..\..\..\..\mingw32\bin\ld.exe: BFD
Hi all :)
Many people think that jumping from one field to another in 3D
development is not good , but well, many good ideas born from mixing
different things into a new one, and my recent perticle developments
provide me the tools to implement a mesh relaxation algorithm based on
the principles
Hi all
Probably I have missed something but one of the coolest feature of the
Sintel dev side was the per tile subdivission feature:
- In which state is?
- It is planned to go to Trunk?
thanks in advance
Farsthary
__
Thanks for the build :)
I'm waitting feedback
Cheers to all
> here is a Linux build with the Planet texture, 64-bit nocona arch.,
> built using Ubuntu 10.10, r33343
> http://rowdyrabbit.com/blender/BlenderWithPlanetTexLinux64bitNocona.tar.
Hi all :)
well, I was expecting the GPU gems procedural parts before releasing the
patch in order to add others if needed but it didn't arrived.
some use advice:
at small scales (i.e the default textures values) it is a curl like
texture but at larger scales (size 1.0) and with 6 octaves in
could you send me in a .rar that page at ra...@info.upr.edu.cu?
thanks in advance :)
> Farsthary
>
> Looking at your shots I can see only a subset of the
> techniques/generator functions present in the paper. It is really
> trivial to add the presented variants to the
Hi :)
For some reason I always get this message from NVIDIA pages, seems like a
DNS issue, in case is similar then is a happy coincidence and I will be
very gald for that because then it will show that my shots where accurate
:P
Cheers Farsthary
"
El URL solicitado no se h
Whatever licence that will not restrict Blender in the present and the
future from being used in any enviroment, open or close, is ok to me :)
Cheers Raul
> Hi David,
>
> Sorry, my mistake :) LGPL covers both cases I sketched.
>
> For now I'd like t
Thanks Tomas :)
Yes, indeed will be very helpfull for your sci-fi project, as soon as
Lapinou upload it check my site http://farsthary.wordpress.com , I made
there a comparison with current textures to see their limitations.
I will polish today the patch and will release it by tomorrow, hop
Hi all :)
This weekend I need to create a procedural planet for a local work, so I
went straigth to tinkering with built in procedural textures, sadly there
where no simple combination of procedurals that provide me satellite like
view of planet surfaces, in order to achieve that a procedural sho
I could not give you a precise answer but many Blender modules are
completely written in C++, elbeem fluid simulator is one of them and
besides C and C++ have bridges that makes hybrid code possible.
I do agree with you that some tasks are easier to do in a completely
Object Oriented environment r
Hi all :)
thanks for the answers
I'm using TortoiseSVN so no command line I think, If I use the Merge
command it won't mess things with the trunk? I thougth merging affect the
trunk...
> Hi All,
>
>>What I was saying is that I need to clean up my branch on Blender SVN
>>repository and start cle
Hi Luke
> 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.
>
What I was saying is that I need to clean up my branch on Blender SVN
repository and start clean there
Hi all :)
Since my branch has became pretty obsolete and was based on my first
unlimited clay draft in order to commit my latest Unlimited Clay patch I
need to flush the old code and start from a fresh sync source
what steps should I follow to do that? (flush the old branch and start
with fr
I build the unlimited clay modifier based on the EditMeshDerivedMesh
type (emDM) I have added the emDM_getPBVH() function to the definition
of that derived mesh type in a similar way like other types like
cdDM_getPBVH() and ccgDM_getPBVH() but I have noted that while the other
functions are calle
Hi
The main drawback that makes Editmode unusable for high polycounts is
that for nearly every operation the code has to iterate over every vert,
edge and face, in any combination/amount depending on the tool.
That makes the performance scaling with the number of geometry components
pretty bad,
Hi Sergey :)
> Hi Farsthary,
>
> I put latest code from his branch at my site
>
> http://www.sim-ai.org/ptex_nicholas.7z ( it is compressed with free 7z )
>
> in case of problems, I think, it is possible to mail things to you by
> parts.
Thanks! my download speed with flashget is at 0.44 K/s and
Thanks Sergey and LetterRip
I have being in touch with Nicholas and he has being of great help (I
couldn't made it without his advices :) ) but I could not download his
branch to check the improvements :(
Thanks for the info
Cheers
Hi all :)
I have the pleasure to announce that Unlimited Clay refactor is around
90% now!
Yesterday I have fixed the last edge selection issue that was causing
bad subdivisions in my new code and now is at the same functional level
as before but of course with a better speed factor ;)
A r
Hi guys :)
One of the last frontiers of particle fluids simulation engine was
implementing plastic behaviors (previously some elastic features where
implemented using Hooke's style spring forces) but plastic remain
challenging, and Stephen was working on it since the release of particle
fluids, he
Thanks Peter!
VC++ has the option to check for Windows , Mac OS and Unix line ending
styles too :)
but having Notepad++ around is a good advice :)
> Indeed that is a problem with getting svn sources and editing in some
> Windows editors.
>
> Using something (free) like Notepad++ that not o
Thanks Martin and Campbell
yes, problem solved, the text editor have an option to check for it ;)
this patch is for Stephen (co-author of Particle Fluids) and Jahka.
Cheers Farsthary
>
>
> --- On Mon, 10/4/10, Campbell Barton wrote:
>
>> From: Campbell B
hi all :)
I'm using TortoiseSVN on Windows 7 but when I try to generate a patch
from the changes I made I get this error:
File (C:\Blender any file here) has inconsistent newlines
Inconsistent line ending style
and it cancels the patch making :(
How could I solve this? Is very i
hi all :)
Following the 80-20 rule that says:
-you will make the first 80% of your code in the 20% of the time and will
spend the remaining 80% of the time in the last 20% of your code :P I'm
progressing slow but steady :)
I've just solved today a nasty bug that prevented to properly sculpt ov
Hello :)
Thanks for your will to improve Blender, sampling algorithms are always
wellcome, and a really nice adition to the Blender toolbox though not
many people realize their importance at first sigth.
I would like to help you if no one with more skills have the time to do so
feel free
Hi guys ;)
Yesterday I have featured an interview in "Juventud Rebelde" the most
important newspaper in Cuba
http://farsthary.wordpress.com/2010/09/10/national-coverage/
wow!, I'm speechless, this will help to spread the word in my country
where opensource have a critical importance bu
@Pacific and Xavier
Thanks for your repplies :)
Yesterday I manage to compile Blender on VC++ 2005 and Cmake after lots
of library issues
At last, and the IDE is so much confortable than SourceNavigator.
Cheers Farsthary
> Hello
>
> Perha
Hello
Perhaps this question have raised a million times, I don't want a flame
wars about preferences, just simple advices.
Now that I'm spending lot of time in Blender is time to think about the
ergonomics of my development that could impact also my productivity, so
far I have being using Sour
Hi
When I create an EditMesh structure out of a Mesh with make_editMesh()
it gives me doubled the number of verts and faces than a Mesh
Why is this?
for example:
Mesh *me = ob->data;
if (!me->edit_mesh) make_editMesh(scene,ob);
EditMesh *em = me->edit_mesh;
Hi friends!
wow! this offline month feels like a year to me! I have being on college
vacation and we could not access email/internet during that time so my
only choice was to keep working offline and enjoy my vacations a little.
There's to much that I need to be updated so I will soon post
im
Congratulations and all the best, Brecht, just make sure don't forget us
and the door will be always open in case you want to comeback :)
Blender has lost a Blenderhead, (precisely in a field where you will be
very needed: the render engine) seems that lately there's bad news
everywhere:
Radi
Hi :)
Is there any function to convert/create an EditMesh from a DerivedMesh
and vice versa?
Since Modifiers are like black boxes I need to have two functions like
static EditMesh *DerivedMesh_to_EditMesh(struct DerivedMesh *dm);
static DerivedMesh *EditMesh_to_DerivedMesh(struct editMes
> Hi guys
>
> compiling on W7 with minGW + scons I get this error
>
> Compiling ==> 'storage.c'
> In file included from source\blender\blenlib\intern\storage.c:39:
> C:/Program Files
> (x86)/CodeBlocks/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../..
> /include/stdlib.h:461: error: syntax error bef
Hi guys
compiling on W7 with minGW + scons I get this error
Compiling ==> 'storage.c'
In file included from source\blender\blenlib\intern\storage.c:39:
C:/Program Files
(x86)/CodeBlocks/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../..
/include/stdlib.h:461: error: syntax error before "uintptr_t"
Hi all
perhaps I'm missing something but did dupliframes work in 2.5x?
when I animate an object and activate dupliframeit does nothing
I hope is not target for remove because many good things could be
made with it if everything is animatable in 2.5
thanks in
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