[Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-07 Thread nautilus
XSI's ICE is the use of a customizable node which can be compared to the VOP node of Houdini, although ICE is even easier to use than VOP (which at times can be more complicated). Houdini uses a more advanced network of nodes which is integrated throughout the application, resulting in it being mo

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-07 Thread joe
All of these things are basically on the horizon "eventually", depending on need, developer resources, etc. Houdini-like geometry DOPs are something I want to do for bmesh, but at this point it's hard to tell when that can happen. Shader nodes (real ones, that compile to a real shader language)

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-07 Thread Reuben Martin
Yo, back on Friday, May 07, 2010 nautilus was all like: > XSI's ICE is the use of a customizable node which can be compared to > [ ... ] > like multihost Mantra." > > -nautilus Let play this cool game where we try to see who can use the most words to say the least. Bonus points for buzz words.

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-07 Thread José Romero
El Fri, 7 May 2010 18:04:50 -0500 Reuben Martin escribió: > Yo, back on Friday, May 07, 2010 nautilus was all like: > > XSI's ICE is the use of a customizable node which can be compared to > > [ ... ] > > like multihost Mantra." > > > > -nautilus > > Let play this cool game where we try to see w

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-08 Thread nautilus
Yo, internet tough guy, I'm not sure if I'm misunderstanding your post, but when you post a reply to a person who is trying to be helpful you should 1) be respectful and considerate like Joe that replied before you. 2) be intelligent. Your reply is neither of the two. So you could have replied,

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-08 Thread Matt Ebb
On 07/05/2010, at 21:32 , nautilus wrote: > XSI's ICE is the use of a customizable node which can be compared to > the VOP node of Houdini, although ICE is even easier to use than VOP > (which at times can be more complicated). I think most Blender developers would agree that systems like ICE or

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-08 Thread Knapp
On Sat, May 8, 2010 at 10:40 AM, Matt Ebb wrote: > > On 07/05/2010, at 21:32 , nautilus wrote: > >> XSI's ICE is the use of a customizable node which can be compared to >> the VOP node of Houdini, although ICE is even easier to use than VOP >> (which at times can be more complicated). > > I think

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-08 Thread nautilus
Here are some extremely good tutorials on Houdini: http://vimeo.com/user2030228/videos/sort:oldest http://vimeo.com/5592856 Start with Basics: Selection and continue in a chronological order until you reach the newest (and last) video, which should be Particle Smoke II. http://www.amazon.com/Ma

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-08 Thread Reuben Martin
Yo, back on Saturday, May 08, 2010 nautilus was all like: > Yo, internet tough guy, I'm not sure if I'm misunderstanding your > post, but when you post a reply to a person who is trying to be > helpful you should > > 1) be respectful and considerate like Joe that replied before you. > > 2) be int

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-08 Thread Christopher Cherrett
Original Message Subject: Re: [Bf-committers] The final step that Blender needs to take inorder to become fundamentally perfect From: Reuben Martin To: bf-blender developers Date: 05/08/2010 01:54 PM > Yo, back on Saturday, May 08, 2010 nautilus was all like: >

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-08 Thread nautilus
Yo, internet tough guy, I got it, let's make Blender closed-source and only allow people who contributed to the code to download it. I'm not going to bother replying to your other points, because I have understood that you are trolling. If you don't have anything intelligent or respectful to say,

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-08 Thread Roger Wickes
Roger From: nautilus To: bf-committers@blender.org Sent: Sat, May 8, 2010 9:34:39 AM Subject: Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect Here are some extremely good tutorials on Houdini: http://vime

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-08 Thread Muhamad Faizol Abd. Halim
@blender.org > Sent: Sat, May 8, 2010 9:34:39 AM > Subject: Re: [Bf-committers] The final step that Blender needs to take in > order to become fundamentally perfect > > Here are some extremely good tutorials on Houdini: > > http://vimeo.com/user2030228/videos/sort:oldest > >

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-08 Thread nautilus
of > inspiration. > Thanks again. > >  --Roger > > > > > > > From: nautilus > To: bf-committers@blender.org > Sent: Sat, May 8, 2010 9:34:39 AM > Subject: Re: [Bf-committers] The final step that Blender needs to take in > order to become fundamentally perfect &g

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-09 Thread Campbell Barton
;> >>  --Roger >> >> >> >> >> >> >> From: nautilus >> To: bf-committers@blender.org >> Sent: Sat, May 8, 2010 9:34:39 AM >> Subject: Re: [Bf-committers] The final step that Blender needs to take i

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-09 Thread Roger Wickes
t Houdini isn't, and then the film maker has two great tools to use thatare complementary and solve the whole problem. --Roger From: nautilus To: bf-blender developers Sent: Sun, May 9, 2010 2:58:26 AM Subject: Re: [Bf-committers] The final step that Blen

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-10 Thread Raul Fernandez Hernandez
Hi there > I know resources are limited but what is to stop a few from starting a > branch and exploring this very interesting area? I could see it as > being a nodal extension of the game engine. I do admit to knowing very > little about this subject but that is what it looked like in that > SUPE

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-10 Thread Knapp
On Mon, May 10, 2010 at 4:40 PM, Raul Fernandez Hernandez wrote: > Hi there > >> I know resources are limited but what is to stop a few from starting a >> branch and exploring this very interesting area? I could see it as >> being a nodal extension of the game engine. I do admit to knowing very >>

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-10 Thread joe
We'll get to nodes eventually; I'm not sure why this contention is going on, from scanning the emails it seems to be mostly from non-developers speaking with too much authority :) Like I said before, we have ideas for nodes for meshes and shaders, and we'll find our way to cooler stuff too eventua

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-10 Thread Muhamad Faizol Abd. Halim
Hi all, I'm willing to help to gather some info or documentations on this for now. I don't see anything beyond just discussions or brainstorming. At most perhaps just a proof-of-concept stage. That's all I can think of about the above suggestion. Anyway, I'm trying to start reading Blender's code

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-11 Thread nautilus
I've resubscribed as I couldn't let this go, and will unsubscribe once I've sent this. Hey Joe, what makes you think that I wasn't willing to join the development team? Perhaps you should rethink about who's speaking with too much authority and who isn't. It seems like you are an even bigger jerk

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-11 Thread Stephen Swaney
On Tue, May 11, 2010 at 08:03:30AM +0100, nautilus wrote: > I've resubscribed as I couldn't let this go, and will unsubscribe once > I've sent this. Enough of this subscribe/unsubscribe nonsense. Either be part of the community or not. Otherwise, you are just spamming the list. G'bye! -- Step

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-11 Thread Knapp
On Mon, May 10, 2010 at 9:03 PM, joe wrote: > We'll get to nodes eventually; I'm not sure why this contention is > going on, from scanning the emails it seems to be mostly from > non-developers speaking with too much authority :) I am not saying this guy is not a bit over the top but I am not a d