[Bf-committers] bf-extensions external scripts and inclusion of Exporter Framework
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] some Sequencer questions
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Sequencer movie strips frame rate - bug or missing feature?
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. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Unlimited Clay report and question
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] bf-extensions external scripts and inclusion of Exporter Framework
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] New Developer Doug Hammond (dougal2)
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! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New Developer Doug Hammond (dougal2)
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! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committer -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] compositor defocus node
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] New Developer Doug Hammond (dougal2)
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! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committer -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] compositor defocus node
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Christopher Cherrett ccherr...@openoctave.org http://www.openoctave.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Unlimited Clay report and question
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Unlimited Clay report and question
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Unlimited Clay report and question
Hi Farshary, I sent attachment to your mail, in case it did not come, just contact me. Regards Sergey ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] compositor defocus node
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- Christopher Cherrett ccherr...@openoctave.org http://www.openoctave.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers