[Bf-committers] bf-extensions external scripts and inclusion of Exporter Framework

2010-10-22 Thread mindrones
Hello,

-- intro --

lately I've been discussing a lot in about distributing LuxBlend, 
YafaBlend, GameKit (and maybe Blendigo) in bf-extensions.

It's bit tricky because of course these project are developed outside of 
bf-extensions svn and we don't want them to move on our svn for obvious 
reason. Also, some of these projects have a binary part which we don't 
want to distribute in an svn.

After long discussions and many proposals we agreed that these projects 
dump their scripts (python text files) in bf-extensions svn in a folder 
called extern/, here
https://svn.blender.org/svnroot/bf-extensions/extern/

This folder is not 'official' in the sense that it's not used for the 
release, but it will be used later to be able to distribute external 
projects scripts from within blender (more on this will come in later 
weeks, for now we're just setting up).

---

LuxBlend and Blendigo, developed by Doug Hammond, need Exporter 
Framework, aka EF, also developed by Doug Hammond:
1) http://ef.beulahelectronics.co.uk/
2) 
http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/File_I-O/Exporter_Framework

Campbell proposed that EF is included in blender so that other exporters 
can use it and I've been asked to write down a formal request for this.

If this is fine for other developers here, we'd put the script in 
bf-blender/release/scripts/modules and Doug Hammond would maintain it 
(if he gets access to bf-blender of course).

Thanks!


Regards,
Luca

_

http://www.mindrones.com
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Re: [Bf-committers] some Sequencer questions

2010-10-22 Thread Thomas
  Hi Roger,

i know about that one ;) ...the problem is not learning the editor, but 
a preview window where i can define ranges and insert them between two 
other strips. I'll go for kdenlive i guess, as openshot is too basic.

thx,
Thomas

On 10/22/2010 12:01 AM, Roger Wickes wrote:
 This book I wrote (
 http://www.amazon.com/gp/product/images/1430219769/ref=dp_image_z_0?ie=UTF8n=283155s=books
   )

 should help you learn the VSE. I don't think there's an equivalent one for
 Kdenlive or openshot :)

   --Roger


 Check out my website at www.rogerwickes.com for a good deal on my book and
 training course, as well as information about my latest activities. Use coupon
 Papasmurf for $15 off!



 - Original Message 
 From: Daniel Salazar - 3Developer.comzan...@gmail.com
 To: bf-blender developersbf-committers@blender.org
 Sent: Thu, October 21, 2010 5:48:06 PM
 Subject: Re: [Bf-committers] some Sequencer questions

 Well if its a soft cut you can also use the arrows to keep adjusting the
 trimming

 Daniel Salazar
 www.3developer.com


 On Thu, Oct 21, 2010 at 12:52 PM, Thomastho...@heulfritze.de  wrote:

   Hey Daniel,
 thanks for your answer. k is actually not what i'm looking for.
 I'll test kdenlive and openshot and then make my decision.

 thx,
 Thomas

 On 10/21/2010 05:35 PM, Daniel Salazar - 3Developer.com wrote:
 In 2.49:

 1 = K
 2 = Yes
 3 = Yes Audio buttons (Next to Scene/Render buttons, don't remember the
 details)
 4 = Preferences, Show FPS
 5 = Numpad Enter key

 cheers

 Daniel Salazar
 www.3developer.com


 On Thu, Oct 21, 2010 at 4:52 AM, Thomastho...@heulfritze.de   wrote:

Hi,
 i have some questions about Blender's sequencer, as i want to make
 myself a showreel and have to decide whether to use blender or kdenlive.
 I haven't done anything with kdenlive yet, but i am quite familiar with
 blender, though not with the sequence editor.
 So my questions:
 1: Is there anything like cut, insert and trim edit modes?
 Following strips move along according to your mode.
 2: Is it possible to display Audio-waveform for audioediting?
 3: Is it possible to export a audio mixdown as wav? Haven't found out
 how to export audio only.
 4: Is it possible to show the actual playback frame range? I'm sometimes
 not sure whether it plays realtime or not.
 5: Is it possible to set the viewer zoom-factor to 100% (according to
 output-format)? I fiddle around with mouswheel zooming but am never sure
 about if i am at 100% or not.

 That's it so far.

 Thanks,
 Thomas
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Re: [Bf-committers] Sequencer movie strips frame rate - bug or missing feature?

2010-10-22 Thread Vilem Novak
Well, I looked in the code and realized the frame rate is read and considered 
at least probably by ffmpeg reading, so I submitted a bug report, 
and would really like if the further discussion went on there(bug #24355).

I also had the idea of making a python op which would solve this with the speed 
effect, 
the problem is, the strips frame rate is not exposed to the rna api, 
so the only solution would be to find the find the matching audio strip and 
match the lengths.
This can be done, however it's quite a hack, don't you think? Especially if 
blender has most of
the code needed for a proper handling of frame rates.

 I am not a hobbyist, so to say, I make my living with av art and producing 
animations etc.,
 so there's no need to explain here the very basics of how video editing works 
and 
bringing the discussion to offtopic area.
Of course that if you are producing a movie and are not stupid you keep your 
settings consistent through 
the whole process(unless you make a documentary, where you use different 
footages etc. )
If you say that professionals don't use frame rate conversions, 
then tell me how e.g. everyday news shot in ntsc are screened(and re-edited) in 
europe? 
Or how is it possible that tv's screen motion pictures shot at 24 fps? Or how 
the same movies are distributed on pal(ntsc) dvds?(or even better, videotapes 
:) )
 Btw, animated textures have the same problem as in sequencer,
 so how do you apply an animated texture which you get at 12 fps when you are 
rendering in 25fps? 
Or how you export your 12fps animation for a dvd?
Really, there are many cases where you convert frame rates also in professional 
use...
Yes, you can make all of this with external conversion, for best results with 
retimer or some similar software, but that really makes your production time 
much higher.
Greetings,
VN

  Původní zpráva 
 Od: Troy Sobotka troy.sobo...@gmail.com
 Předmět: Re: [Bf-committers] Sequencer movie strips frame rate - bug or 
 missing
 feature?
 Datum: 22.10.2010 05:51:48
 
 I think Roger summed it up best.
 
 Remember that in the vast bulk of professional and semi-professional /
 independent motion picture production you are shooting for a fixed target.
 All of your footage is consistent.
 
 In a conversion, we begin to get into countless complexities. Duplicate
 frames? Drop? Etc. And even then, the discussion doesn't even begin to
 engage colourspaces and other deeper questions.
 
 Optical flow is within the domain of post production visual effects, not
 editing per se. It would likely be cut with proxy footage and generated in
 the post production phase.
 
 The bottom line is that converting frame rates in a system that is by design
 perfectly frame accurate is likely adding complexity where it isn't likely
 warranted.
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Re: [Bf-committers] Unlimited Clay report and question

2010-10-22 Thread raulf
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  Farsthary


 Brecht, Nick Bishop, and Jason Wilkins are all fairly familiar with
 the structure.

 LetterRip

 On Thu, Oct 21, 2010 at 2:08 PM, Sergey Kurdakov sergey.fo...@gmail.com
 wrote:
 Hi Farsthary,

 nice to hear on progress,

 as for
 Number 2 is currently the showstopper, I will really need the help of
 the
 designers of the PBVH data structure  any advice/help?

 not being developer of blender code, I could notice that
 pbvh_update() was most frequently touched by Nicolas Bishop in his code
 (
 and he was recently active in his soc truck tree ).

 also http://wiki.blender.org/index.php/Dev:2.5/Source/Modeling/PBVH here
 he
 mentions himself the one, whom to adress to in case of
 questions nicholasbishop(AT)gmail.com

 so looks like he is right person to ask questions.

 Regards
 Sergey
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Re: [Bf-committers] bf-extensions external scripts and inclusion of Exporter Framework

2010-10-22 Thread Campbell Barton
On Fri, Oct 22, 2010 at 8:36 AM, mindrones mindro...@gmail.com wrote:
 Hello,

 -- intro --

 lately I've been discussing a lot in about distributing LuxBlend,
 YafaBlend, GameKit (and maybe Blendigo) in bf-extensions.

 It's bit tricky because of course these project are developed outside of
 bf-extensions svn and we don't want them to move on our svn for obvious
 reason. Also, some of these projects have a binary part which we don't
 want to distribute in an svn.

 After long discussions and many proposals we agreed that these projects
 dump their scripts (python text files) in bf-extensions svn in a folder
 called extern/, here
 https://svn.blender.org/svnroot/bf-extensions/extern/

 This folder is not 'official' in the sense that it's not used for the
 release, but it will be used later to be able to distribute external
 projects scripts from within blender (more on this will come in later
 weeks, for now we're just setting up).

 ---

 LuxBlend and Blendigo, developed by Doug Hammond, need Exporter
 Framework, aka EF, also developed by Doug Hammond:
 1) http://ef.beulahelectronics.co.uk/
 2)
 http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/File_I-O/Exporter_Framework

 Campbell proposed that EF is included in blender so that other exporters
 can use it and I've been asked to write down a formal request for this.

 If this is fine for other developers here, we'd put the script in
 bf-blender/release/scripts/modules and Doug Hammond would maintain it
 (if he gets access to bf-blender of course).

 Thanks!


 Regards,
 Luca

Hi, looked into Doug Exporter Framework from Mercurial:
  hg clone http://bitbucket.org/doughammond/exporterframework

From reading over the source, my impression this is a quite high level
framework for wrapping configuration saving, property creation,
reporting, some file path utilities.
Since its well commented and being used for existing exporters I think
its ok to add into blender's modules dirs, Doug can get svn access and
maintain there.

My main concern is that having good render/exporter integration is
something that needs API development at a lower level,
Id like to look into a plug-in system  see how we can avoid having
python touching each vert/edge/face.

So I'm fine to bundle this exporter framework with blender, but I
rather hold off presenting this as blenders default exporter system
until we have taken time to look into what a good api for exporters
should look like.

Doubt this will be a problem, and I'm sure Doug's developments will be
valuable but IMHO we have a way to go before we can properly integrate
exporters.
I haven't been able to work on much API development for over a year
because of blender projects (funnily enough), durian  now the tracker
:)
At some point I hope to have time to work in this area though.

- Campbell
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[Bf-committers] New Developer Doug Hammond (dougal2)

2010-10-22 Thread Campbell Barton
Doug's recent work with Blender 2.5's render integration projects -
LuxBlend  Blendigo has resulted in an Exporter Framework (EF).
Doug has been granted commit access to move EF into Blender's python
modules directory for Addons to use.

Welcome Doug!
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[Bf-committers] compositor defocus node

2010-10-22 Thread Jeroen Bakker
Hi All,

I have reverse engineered the compositor defocus algorithm to its purest 
form. the result I have posted on my blog.

http://sicg.atmind.nl/index.php?option=com_contentview=articleid=29:blender-defocus-algorithm

The current implementation is not depth aware. I am not sure that this 
is a real issue, as nobody complains. I am also not sure about the many 
filter types and settings. the circle has a faster algorithm then the 
rest of the filters, but visually they do not differ much.

Hope it is helpful to you all. Btw I am pleased with the speedup (50% on 
my system). Will try on a GTX200 series next week.

Cheers,
Jeroen
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Re: [Bf-committers] New Developer Doug Hammond (dougal2)

2010-10-22 Thread Sergey I. Sharybin
  Congrats, Doug!

 Doug's recent work with Blender 2.5's render integration projects -
 LuxBlend  Blendigo has resulted in an Exporter Framework (EF).
 Doug has been granted commit access to move EF into Blender's python
 modules directory for Addons to use.

 Welcome Doug!
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-- 
With best regards, Sergey I. Sharybin

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Re: [Bf-committers] compositor defocus node

2010-10-22 Thread Lars Krueger
Why not try this:

http://developer.amd.com/documentation/presentations/legacy/Chapter05-Filion-StarCraftII.pdf

It even solves the color bleeding problem that 2.43 had.

 Original-Nachricht 
 Datum: Fri, 22 Oct 2010 18:09:25 +0200
 Von: Jeroen Bakker j.bak...@atmind.nl
 An: bf-blender developers bf-committers@blender.org
 Betreff: [Bf-committers] compositor defocus node

 Hi All,
 
 I have reverse engineered the compositor defocus algorithm to its purest 
 form. the result I have posted on my blog.
 
 http://sicg.atmind.nl/index.php?option=com_contentview=articleid=29:blender-defocus-algorithm
 
 The current implementation is not depth aware. I am not sure that this 
 is a real issue, as nobody complains. I am also not sure about the many 
 filter types and settings. the circle has a faster algorithm then the 
 rest of the filters, but visually they do not differ much.
 
 Hope it is helpful to you all. Btw I am pleased with the speedup (50% on 
 my system). Will try on a GTX200 series next week.
 
 Cheers,
 Jeroen
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-- 
Dr. Lars Krueger


Neu: GMX De-Mail - Einfach wie E-Mail, sicher wie ein Brief!  
Jetzt De-Mail-Adresse reservieren: http://portal.gmx.net/de/go/demail
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Re: [Bf-committers] New Developer Doug Hammond (dougal2)

2010-10-22 Thread Daniel Salazar - 3Developer.com
That's great Doug! congrats!

Daniel Salazar


On Fri, Oct 22, 2010 at 10:20 AM, Sergey I. Sharybin g.ula...@gmail.comwrote:

  Congrats, Doug!

  Doug's recent work with Blender 2.5's render integration projects -
  LuxBlend  Blendigo has resulted in an Exporter Framework (EF).
  Doug has been granted commit access to move EF into Blender's python
  modules directory for Addons to use.
 
  Welcome Doug!
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 With best regards, Sergey I. Sharybin

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Re: [Bf-committers] compositor defocus node

2010-10-22 Thread Christopher Cherrett
  While the defocus node is getting some attention I would like to point 
out that rack focusing with defocus does not work well. Objects jump in 
and out of focus with hard edged lines on the blur.

 Original Message  
Subject: [Bf-committers] compositor defocus node
From: Jeroen Bakker j.bak...@atmind.nl
To: bf-blender developers bf-committers@blender.org
Date: 10/22/2010 10:09 AM
 Hi All,

 I have reverse engineered the compositor defocus algorithm to its purest
 form. the result I have posted on my blog.

 http://sicg.atmind.nl/index.php?option=com_contentview=articleid=29:blender-defocus-algorithm

 The current implementation is not depth aware. I am not sure that this
 is a real issue, as nobody complains. I am also not sure about the many
 filter types and settings. the circle has a faster algorithm then the
 rest of the filters, but visually they do not differ much.

 Hope it is helpful to you all. Btw I am pleased with the speedup (50% on
 my system). Will try on a GTX200 series next week.

 Cheers,
 Jeroen
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-- 
Christopher Cherrett
ccherr...@openoctave.org
http://www.openoctave.org

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[Bf-committers] Unlimited Clay report and question

2010-10-22 Thread Sergey Kurdakov
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.

btw do you use Vidalia https://www.torproject.org/projects/vidalia ( for
windows installer is
https://www.torproject.org/dist/vidalia/vidalia-0.2.10.msi )?

also for blocked sites try sending message to s...@webtomail.co.cc with
desired url, at least you would have partial access.

hope that it somehow gets resolved in time.

Best regards
Sergey
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Re: [Bf-committers] Unlimited Clay report and question

2010-10-22 Thread raulf
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 down every few
minutes so it would take some time to download, by mail I think is very
difficult because my regular email only holds 700kb of attachments so
splitting it would take lot of parts ... I don't want to cause you
troubles.

 perhaps you could send me only the BLI_pbvh.h and pbvh.c and the sculpt.c
 files?  that way i could check them this weekend.


 btw do you use Vidalia https://www.torproject.org/projects/vidalia ( for
 windows installer is
 https://www.torproject.org/dist/vidalia/vidalia-0.2.10.msi )?


 I have used that once in a while but is pointless because it makes my
already slow connection slower... I guess is something I have to live
with :(


Thanks for your time

Farsthary


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[Bf-committers] Unlimited Clay report and question

2010-10-22 Thread Sergey Kurdakov
Hi Farshary,

I sent attachment to your mail, in case it did not come, just contact me.

Regards
Sergey
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Re: [Bf-committers] compositor defocus node

2010-10-22 Thread Ian Failing
Jeroen, in re What is the use of these blur types? These blur types
emulate this visual effect of lensing:
http://en.wikipedia.org/wiki/Bokeh
Note the octagonal shape of the blurred lights in the second image, caused
by the shape of the aperture. The result of the effect is more noticeable
with small intense light sources on a dark background. This image is an
example of a pixel that is more blurred and lays farther away, [that] can
effect a pixel that is more in front (as bright blurry spots can bleed
through or bend around occluding objects), and should be a part of an
algorithm that tries to replicate lensing.

Christopher: (I assume you're not talking about some bug that doesn't befall
me.) I'm not an expert with this, but I think that physically accurate rack
focusing is only reasonably possible with a raytracing renderer that
simulates an aperture -- not something that Blender currently does. The
Blender renderer models an infinitely small aperture and throws out surfaces
that are occluded behind other objects, so it doesn't know what light would
be showing through the foreground object in order to properly blur its
inner edge. Maybe the non-depth-aware blurring could be improved somehow, I
don't know.

-h/2

On Fri, Oct 22, 2010 at 2:21 PM, Christopher Cherrett 
ccherr...@openoctave.org wrote:

  While the defocus node is getting some attention I would like to point
 out that rack focusing with defocus does not work well. Objects jump in
 and out of focus with hard edged lines on the blur.

  Original Message  
 Subject: [Bf-committers] compositor defocus node
 From: Jeroen Bakker j.bak...@atmind.nl
 To: bf-blender developers bf-committers@blender.org
 Date: 10/22/2010 10:09 AM
  Hi All,
 
  I have reverse engineered the compositor defocus algorithm to its purest
  form. the result I have posted on my blog.
 
 
 http://sicg.atmind.nl/index.php?option=com_contentview=articleid=29:blender-defocus-algorithm
 
  The current implementation is not depth aware. I am not sure that this
  is a real issue, as nobody complains. I am also not sure about the many
  filter types and settings. the circle has a faster algorithm then the
  rest of the filters, but visually they do not differ much.
 
  Hope it is helpful to you all. Btw I am pleased with the speedup (50% on
  my system). Will try on a GTX200 series next week.
 
  Cheers,
  Jeroen
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 --
 Christopher Cherrett
 ccherr...@openoctave.org
 http://www.openoctave.org

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