Re: [Bf-committers] extension clause

2010-11-22 Thread Campbell Barton
On Mon, Nov 22, 2010 at 7:20 AM, Alex Combas blenderw...@gmail.com wrote:
 On Sun, Nov 21, 2010 at 9:05 PM, Campbell Barton ideasma...@gmail.com wrote:


 While this is what blenders GPL exception states it does seem quite
 fuzzy as to what it does/doesn't apply to.
 - python its self has many compiled extensions, ok so it
 cant/shouldn't apply to this case but where does it end?
 - what if the extension loads a module such as PIL, numpy, or
 PyGame???, I'm not sure in this case..
 - what if you write your own module but make it BSD/GPL/Apache and
 have it as a package which can be installed by debian's package
 manager for eg.

 So I'm guessing this is how it works...
 - You can write your own BSD module and include no problems - since
 this is what we do with python.

 - You can write your own GPL module as long as you include the same
 exception that blender its self has.
 - You CAN'T make use of a 3rd party GPL module unless they make the
 same allowances that blender does.


 Hi Campbell,
 I have a question for you.

 The way it was explained to me is that you can license  your Blender
 python script
 any way you want (closed, BSD, GPL, foo, bar, baz) as long as it only
 links to things
 which were shipped as part of Blender and this includes the
 interpreter and any modules
 which are shipped along with the interpreter.

 However if  your Blender python script links to anything which is not
 distributed as part of
 the Blender package then it is an extension and must be GPL licensed.

 Is my understanding correct?

I did say in my post before that I'm not clear on this but I think
this is correct.
My point was that there shouldn't be any difference between using
pythons pickle module for eg, or some other BSD licensed module, the
current wording makes out there is.

 Also, how do you feel about the idea of relicensing Blender to be LGPL
 similar to glibc?
 In light of what the FSF has said particularly about LGPL and glibc.

 Blender has obviously gotten by without the proprietary software
 developers so far, is that
 something you want to see continue, or do you think it would be a good
 thing to open up this market?

 This is why we used the Lesser GPL for the GNU C library. After all,
 there are plenty of other C libraries; using the GPL for ours would
 have driven proprietary software developers to use another—no problem
 for them, only for us.
 http://www.gnu.org/licenses/why-not-lgpl.html

 Or to translate that into Blender terms...
 There are plenty of other (Animation/Modeling/Compositing) libraries,
 using the GPL for ours would have driven proprietary software
 developers to use another--no problem for them, only for us.

Probably the first question to ask is if all blender developers 
blender foundation wanted to re-license blender as LGPL is this even
possible?
Take a look at ./intern/ ./extern/ folders since these contain the
most code that was not written by blender developers (external libs we
build into blenders binary but distribute with blender).

-- 
- Campbell
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Re: [Bf-committers] extension clause

2010-11-22 Thread Dan Eicher
On Sun, Nov 21, 2010 at 6:31 PM, Benjamin Tolputt
btolp...@internode.on.net wrote:

 On 22/11/2010 10:46 AM, Dan Eicher wrote:
  More likely your crime would preclude you from being protected under 
  thelicensing terms since you were never the legal recipient of said
  software. Just because something is under the GPL doesn't give anyone carte
  blanche permission to use, modify and copy but merely the folks who legally
  obtained it.

 Quite simply put, you are wrong on this. Once the code has been
 distributed, it is legal for me to have  distribute a copy of it. The
 hacking is illegal but the GPL license on the material makes it's
 distribution legal once it has been sent off-site already.

 The laws around hacking concern themselves with the intrusion, fraud,
 and damage caused. They leave the distribution of material obtained to
 the laws concerning copyright and trade secrets (where they are already
 adequately covered).

 Again, this is not something I am pulling out of thin air but what is
 being advised to corporate decision makers by legal representatives.
 Until such time as it is proven in court, this is the best a corporate
 head can hope for in terms of what is  isn't legal.

 --
 Regards,

 Benjamin Tolputt
 Analyst Programmer

from the faq;
If someone steals a CD containing a version of a GPL-covered program,
does the GPL give him the right to redistribute that version?

If the version has been released elsewhere, then the thief probably
does have the right to make copies and redistribute them under the
GPL, but if he is imprisoned for stealing the CD he may have to wait
until his release before doing so.

If the version in question is unpublished and considered by a company
to be its trade secret, then publishing it may be a violation of trade
secret law, depending on other circumstances. The GPL does not change
that. If the company tried to release its version and still treat it
as a trade secret, that would violate the GPL, but if the company
hasn't released this version, no such violation has occurred.

So, yeah, according to the FSF a stolen version is ok to distribute...
not that I agree with their reasoning on this though.
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Re: [Bf-committers] extension clause

2010-11-22 Thread Benjamin Tolputt
On 22/11/2010 8:06 PM, Dan Eicher wrote:
 So, yeah, according to the FSF a stolen version is ok to distribute...
 not that I agree with their reasoning on this though.

This is also the conclusion of the legal representation I've been able
to talk to about it (in regards to licensing software which had trade
secret code mixed in with GPL code). They too thought it was a stupid
result, but it is a valid reading of the license terms (and good lawyers
are good at finding the worst possible, yet still valid interpretations
of legal clauses).

In my experience, this resulted in weird situations where vital parts of
company infrastructure were leased from a third-party mixing GPL code
in with code containing (dubiously valued) trade secrets. As the code
itself never left the corporate property of the developers, it was
classified as not being distributed. This, however, was in a server /
network environment. Blender, being a client utility, does not lend
itself to such creative solutions.

-- 
Regards,

Benjamin Tolputt
Analyst Programmer


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33216] trunk/blender/source/blender/ editors/interface/interface.c: Bugfix #24825

2010-11-22 Thread Ton Roosendaal
Hi,

Good find, will fix too! :)

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 22 Nov, 2010, at 6:37, Matt Ebb wrote:

 On Mon, Nov 22, 2010 at 4:23 AM, Ton Roosendaal t...@blender.org  
 wrote:
 Revision: 33216

 Log Message:
 ---
 Bugfix #24825

 Error in alignment code caused some buttons to draw not nicely
 aligned, like the Frame rate buttons in Render properties.

 I think this commit may have had the side effect of disrupting the 3D
 View layer buttons..
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Re: [Bf-committers] extension clause

2010-11-22 Thread Ton Roosendaal
Hi all,

Phew, mind boggling discussions here. I know GNU GPL isn't easy to  
understand, but it would improve readability of the traffic on this  
list if we can stop with interpretations of the GNU GPL now. :)

However, taking a position on what we want for the future in general  
is still relevant.
David raised an issue - and he wasn't the first one - how to cope with  
the fact that GPL is not very permissive to extend or use with  
proprietary development.

Basically there are two cases we can investigate:

1) Allow anyone to extend Blender, linked dynamically with scripts or  
libraries or plugins
2) Allow anyone to dynamically link in Blender libraries in their own  
programs

The LGPL will only allow the latter. For the first we have to devise  
an extension clause (if we want to stick to GPL).

Actions:

- I can do the next weeks/months more research to gather information  
via other OS projects about their experience with GPL in commercial  
environments. I'll report back on this.
- Finding out from significant contributors to Blender how they  
personally feel about re-licensing or extensions

My personal opinion:

I don't like the idea to switch entire Blender to LGPL much. Blender  
is a 3D artist tool, not a development environment with libraries.  
It's positive that people can add libraries in Blender without forcing  
them to make it available for everyone as LGPL.

Allowing Blender to be extended more easily (scripts, plugins, libs)  
is more interesting. In that respect I recognize practices in studios,  
and how support companies like to work.


-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands


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[Bf-committers] New procedural texture: Planet

2010-11-22 Thread raulf
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 should
have some desired properties:

  It should have iso - lines that remind same high levels, like coastal
lines or lines like rivers, erosion and features like that. (the closer
built in procedural that currently have similar features in Blender is
stucci at high octaves and turbulence and the magic one, but is not enough
and are quite self similar at every scale)

  It should be fractal like but should not be very similar among scales
because otherwise you get very similar and smooth detail at every scale
(like currently happen with Cloud porcedural)

  It should provide detail enough at all scales in order to avoid
increasing the number of noise octaves beyond wthat's currently blender
have built in, for planet surfaces extremely close shorts should be made
to the surface or build very big spheres, and from far away any
smoothness
will be inmediately spotted.

  The usual approach is to use lots of layers and composited procedurals
in order to achive that, with the corresponding slow down, and trial and
error approach or use some of the excelent directly aviable satellite
pictures of planets (not an option for people offline like me).

 So I end up creating a new procedural: Planet texture, that has all the
needed features and more, it provides enough detail at every scale and
more important, is not very similar at different scales so zooming in
will give you an entirely different view with new details and features in
the terrain, it also have iso-lines and features that simulate erosion,
rivers, platforms, and more , all using a single procedural!!!

 It also have a very interesting feature: at small scales it have a curl
like behaviour, and adding more octaves, will add more small curls,
unlike the current Magic texture that only add detail to the existent
loops, this will prove usefull for rocks, and texture driven flow for
particles.


  As always a picture worth a thousand word, judge yourself, I think this
texture is worth integration ;) Hope you like it.

  I have send my post to Lapinou to be uploaded in my site soon.

   Cheers  Farsthary

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Re: [Bf-committers] New procedural texture: Planet

2010-11-22 Thread Daniel Salazar - 3Developer.com
and no picture is worth exactly how many words? :)

Daniel Salazar
www.3developer.com


On Mon, Nov 22, 2010 at 9:33 AM, ra...@info.upr.edu.cu wrote:

 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 should
 have some desired properties:

  It should have iso - lines that remind same high levels, like coastal
 lines or lines like rivers, erosion and features like that. (the closer
 built in procedural that currently have similar features in Blender is
 stucci at high octaves and turbulence and the magic one, but is not enough
 and are quite self similar at every scale)

  It should be fractal like but should not be very similar among scales
 because otherwise you get very similar and smooth detail at every scale
 (like currently happen with Cloud porcedural)

  It should provide detail enough at all scales in order to avoid
 increasing the number of noise octaves beyond wthat's currently blender
 have built in, for planet surfaces extremely close shorts should be made
 to the surface or build very big spheres, and from far away any
 smoothness
 will be inmediately spotted.

  The usual approach is to use lots of layers and composited procedurals
 in order to achive that, with the corresponding slow down, and trial and
 error approach or use some of the excelent directly aviable satellite
 pictures of planets (not an option for people offline like me).

  So I end up creating a new procedural: Planet texture, that has all the
 needed features and more, it provides enough detail at every scale and
 more important, is not very similar at different scales so zooming in
 will give you an entirely different view with new details and features in
 the terrain, it also have iso-lines and features that simulate erosion,
 rivers, platforms, and more , all using a single procedural!!!

  It also have a very interesting feature: at small scales it have a curl
 like behaviour, and adding more octaves, will add more small curls,
 unlike the current Magic texture that only add detail to the existent
 loops, this will prove usefull for rocks, and texture driven flow for
 particles.


  As always a picture worth a thousand word, judge yourself, I think this
 texture is worth integration ;) Hope you like it.

  I have send my post to Lapinou to be uploaded in my site soon.

   Cheers  Farsthary

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Re: [Bf-committers] extension clause

2010-11-22 Thread David Jeske
On Sun, Nov 21, 2010 at 3:30 PM, Dan Eicher d...@trollwerks.org wrote:

 
  I believe it's important to many users (especially, but not limited to
  corporate users) to have a secondary 'proprietary plugin market',



  That option has been discussed and all but approved, the only hitch is
 the
 plugin writers also have to write and maintain the BSD (or whatever) api
 shim code.


How is legally viable to make a capable BSD licensed API with the code under
the GPL? The shim would be dependent on material details of the Blender
design and internals. It would probably expose many of those details (such
as UI panels, RNA) As a result, the shim should be under the GPL, and as a
result, the extensions should be under the GPL.

During this discussion we talked about the license extension exception. This
applies to Blender embedding Python, effectively making it a 'library
exception'. Python was a pre-existing library which is not-GPL, and thus is
covered under the GPL library exception clause. Python does not depend on
any details of blender. In fact, it's the other way around, Blender depends
on Python.  If I understand correctly, in order to apply this license
exception, the authors of all those details (UI, RNA) would need to approve
the 'exception' of the shim-library, and they would need to depend on it's
details, not the other way around.

It's interesting to note that if Blender wanted to be non-GPL, and Python
was GPL, it wouldn't be legal to embed it into Blender. One of the biggest
benefits of Python is that it can be linked with anything without license
restriction. It's shown up in all kinda of software, free and commercial,
and been a stronger open-source project for it.

Ton wrote
 Basically there are two cases we can investigate:

 1) Allow anyone to extend Blender, linked dynamically with scripts or
 libraries or plugins
 2) Allow anyone to dynamically link in Blender libraries in their own
 programs

 The LGPL will only allow the latter. For the first we have to devise
 an extension clause (if we want to stick to GPL).

The LGPL would allow either. In order for someone to write a non-LGPL
plugin, their code must depend on details of the LGPL code, and link
against the LGPL code, both of which are allowed by the LGPL.

When you say extension clause are you referring to authoring a
unique-to-Blender extension clause which deviates from the GPL? or using the
GPL Library Exception provisions?  As I wrote above, in order for the
library-exception clause to allow closed-source extensions, Blender would
need to carve bunch of existing code into a ui and rna library, which is
put under a a less restrictive license and is then becomes the library
exception. This is the route GIMP took. They used the LGPL for that library,
since the LGPL allows you to link it into closed source without
contamination. Using a less restrictive license would obviously also work.

I don't see solid comfortable legal ground for claiming that all 3rd party
extensions are after the fact library exceptions, using the GPL's library
exception clause. If this is the route you intend, it would help
substantially if you could get FSF to publish a specific position on this
direction.

It's kind of funny how people/companies are willing to contribute code to
 (and use) Linux more than all the BSD put together yet Linux has a more
 restrictive license. You'd think they would all be scared away from the GPL
 and go towards a license where they don't have to worry about having their
 code 'virally' infected or 'lost' if they (accidently or otherwise)
 distribute it. But they don't which IMHO says a lot.


Linux can be extended by writing applications. Those applications do not sit
in the same address-space as the Linux kernel, and they compile against
glibc and other libraries, not the kernel itself. No GPL contamination.  All
that is required for the community to adopt a solution is for that solution
to have critical mass and have a license compatible with them building and
distributing anything they want, with any license they want. Linux provides
this. A GPL Blender does not.
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Re: [Bf-committers] extension clause

2010-11-22 Thread Ton Roosendaal
Hi David,

Sorry, my mistake :) LGPL covers both cases I sketched.

For now I'd like to hear first from our key contributors how they feel  
about the general idea. There's no reason to hurry with this, I'll try  
to settle it with final proposal before we move to a final stable 2.6.

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 22 Nov, 2010, at 17:02, David Jeske wrote:

 On Sun, Nov 21, 2010 at 3:30 PM, Dan Eicher d...@trollwerks.org  
 wrote:


 I believe it's important to many users (especially, but not  
 limited to
 corporate users) to have a secondary 'proprietary plugin market',



 That option has been discussed and all but approved, the only  
 hitch is
 the
 plugin writers also have to write and maintain the BSD (or  
 whatever) api
 shim code.


 How is legally viable to make a capable BSD licensed API with the  
 code under
 the GPL? The shim would be dependent on material details of the  
 Blender
 design and internals. It would probably expose many of those details  
 (such
 as UI panels, RNA) As a result, the shim should be under the GPL,  
 and as a
 result, the extensions should be under the GPL.

 During this discussion we talked about the license extension  
 exception. This
 applies to Blender embedding Python, effectively making it a 'library
 exception'. Python was a pre-existing library which is not-GPL, and  
 thus is
 covered under the GPL library exception clause. Python does not  
 depend on
 any details of blender. In fact, it's the other way around, Blender  
 depends
 on Python.  If I understand correctly, in order to apply this license
 exception, the authors of all those details (UI, RNA) would need to  
 approve
 the 'exception' of the shim-library, and they would need to depend  
 on it's
 details, not the other way around.

 It's interesting to note that if Blender wanted to be non-GPL, and  
 Python
 was GPL, it wouldn't be legal to embed it into Blender. One of the  
 biggest
 benefits of Python is that it can be linked with anything without  
 license
 restriction. It's shown up in all kinda of software, free and  
 commercial,
 and been a stronger open-source project for it.

 Ton wrote
 Basically there are two cases we can investigate:

 1) Allow anyone to extend Blender, linked dynamically with scripts or
 libraries or plugins
 2) Allow anyone to dynamically link in Blender libraries in their own
 programs

 The LGPL will only allow the latter. For the first we have to devise
 an extension clause (if we want to stick to GPL).

 The LGPL would allow either. In order for someone to write a non-LGPL
 plugin, their code must depend on details of the LGPL code, and link
 against the LGPL code, both of which are allowed by the LGPL.

 When you say extension clause are you referring to authoring a
 unique-to-Blender extension clause which deviates from the GPL? or  
 using the
 GPL Library Exception provisions?  As I wrote above, in order for the
 library-exception clause to allow closed-source extensions, Blender  
 would
 need to carve bunch of existing code into a ui and rna library,  
 which is
 put under a a less restrictive license and is then becomes the library
 exception. This is the route GIMP took. They used the LGPL for that  
 library,
 since the LGPL allows you to link it into closed source without
 contamination. Using a less restrictive license would obviously also  
 work.

 I don't see solid comfortable legal ground for claiming that all  
 3rd party
 extensions are after the fact library exceptions, using the GPL's  
 library
 exception clause. If this is the route you intend, it would help
 substantially if you could get FSF to publish a specific position on  
 this
 direction.

 It's kind of funny how people/companies are willing to contribute  
 code to
 (and use) Linux more than all the BSD put together yet Linux has a  
 more
 restrictive license. You'd think they would all be scared away from  
 the GPL
 and go towards a license where they don't have to worry about  
 having their
 code 'virally' infected or 'lost' if they (accidently or otherwise)
 distribute it. But they don't which IMHO says a lot.


 Linux can be extended by writing applications. Those applications do  
 not sit
 in the same address-space as the Linux kernel, and they compile  
 against
 glibc and other libraries, not the kernel itself. No GPL  
 contamination.  All
 that is required for the community to adopt a solution is for that  
 solution
 to have critical mass and have a license compatible with them  
 building and
 distributing anything they want, with any license they want. Linux  
 provides
 this. A GPL Blender does not.
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Re: [Bf-committers] New procedural texture: Planet

2010-11-22 Thread raulf
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, hope it
will help you, is a fairly simple patch and will not disrrupt anything
in Blender

Cheers   Farsthary

 Hey Raul,
 this feature sounds just awesome! You have my full support on it!
 Something I wanted for 3 years... Can't wait to see images.

 cheers,
 Thomas

 Am 22.11.2010 16:33, schrieb ra...@info.upr.edu.cu:
 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 should
 have some desired properties:

It should have iso - lines that remind same high levels, like coastal
 lines or lines like rivers, erosion and features like that. (the closer
 built in procedural that currently have similar features in Blender is
 stucci at high octaves and turbulence and the magic one, but is not
 enough
 and are quite self similar at every scale)

It should be fractal like but should not be very similar among scales
 because otherwise you get very similar and smooth detail at every scale
 (like currently happen with Cloud porcedural)

It should provide detail enough at all scales in order to avoid
 increasing the number of noise octaves beyond wthat's currently blender
 have built in, for planet surfaces extremely close shorts should be made
 to the surface or build very big spheres, and from far away any
 smoothness
 will be inmediately spotted.

The usual approach is to use lots of layers and composited
 procedurals
 in order to achive that, with the corresponding slow down, and trial and
 error approach or use some of the excelent directly aviable satellite
 pictures of planets (not an option for people offline like me).

   So I end up creating a new procedural: Planet texture, that has all
 the
 needed features and more, it provides enough detail at every scale and
 more important, is not very similar at different scales so zooming in
 will give you an entirely different view with new details and features
 in
 the terrain, it also have iso-lines and features that simulate erosion,
 rivers, platforms, and more , all using a single proce

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Re: [Bf-committers] extension clause

2010-11-22 Thread Dan Eicher
On Mon, Nov 22, 2010 at 9:02 AM, David Jeske dav...@gmail.com wrote:
 On Sun, Nov 21, 2010 at 3:30 PM, Dan Eicher d...@trollwerks.org wrote:

 
  I believe it's important to many users (especially, but not limited to
  corporate users) to have a secondary 'proprietary plugin market',



  That option has been discussed and all but approved, the only hitch is
 the
 plugin writers also have to write and maintain the BSD (or whatever) api
 shim code.


 How is legally viable to make a capable BSD licensed API with the code under
 the GPL? The shim would be dependent on material details of the Blender
 design and internals. It would probably expose many of those details (such
 as UI panels, RNA) As a result, the shim should be under the GPL, and as a
 result, the extensions should be under the GPL.


The same way the (BSD licensed) ofx api can load proprietary code/libs.

Blender can link to the header files and the *users* load/link to the
non-gpl compatible external code (which also links to the BSD'd header
files)... everyone gets what they want and no copyrights are violated.
Drinks for everyone!!!
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Re: [Bf-committers] FFMPEG properties from Blender presets overridden by defaults?

2010-11-22 Thread Troy Sobotka
Don't forget that all of your work will be color clamped / matrixed if you
encode directly using ffmpeg.

Such is the nature of RGB to YCbCr / YUV transforms via ffmpeg's swscale.

If you seek quality, your only recourse is to oversee the transforms from
RGB to YUV or YCbCr yourself.

Sincerely,
TJS
On Nov 20, 2010 9:26 AM, Randall Rickert rand...@rickert-digital.com
wrote:
 My goal is to encode H264 Quicktime files that are compatible with
 Apple's Quicktime Player (should not be too much to ask, right?). Before
 2.5, I could do this by tweaking the individual ffmpeg options that were
 exposed in the UI after selecting the H264 preset. That preset was
 clearly designed for making H264 AVI files, but it would work for
 Quicktime after changing the container format and tweaking ffmpeg
 options, especially getting rid of flags:loop.

 2.5 doesn't expose those options in the UI. They seem to be hardcoded in
 source/blender/blenkernel/intern/writeffmpeg.c under case
 FFMPEG_PRESET_H264. They mirror the options in libx264-default.preset
 that is distributed with ffmpeg. So I'm editing the settings in
 writeffmpeg.c to see if I can get Blender to write a QT
 Player-compatible Quicktime movie. No matter what I do to those
 settings, Blender's stderr stream shows that it is still using the
 defaults, not the settings I modified.

 The settings seem to be stored in a RenderData-ffcodecdata.properties,
 but I get lost (I'm not a programmer) as I try to figure out where they
 come from, since they obviously don't come from the FFMPEG_PRESET_H264
 settings I edited. Any help?

 Thanks,
 Randall

 p.s.: Please don't suggest rendering an image sequence, then encoding
 from the command line! That's what I do for 3D renders, but I want to
 encode output from the VSE. It seems stupid to render an image sequence
 from the VSE, because it would just duplicate the same frames I already
 have on disk but with different frame numbers, wasting a lot of disk
 space.

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Re: [Bf-committers] extension clause

2010-11-22 Thread David Jeske
On Mon, Nov 22, 2010 at 10:40 AM, Dan Eicher d...@trollwerks.org wrote:

  How is legally viable to make a capable BSD licensed API with the code
 under
  the GPL? The shim would be dependent on material details of the Blender
  design and internals. It would probably expose many of those details
 (such
  as UI panels, RNA) As a result, the shim should be under the GPL, and as
 a
  result, the extensions should be under the GPL.

 The same way the (BSD licensed) ofx api can load proprietary code/libs.


BSD Licensed code can do anything it likes. BSD license does not attempt to
control the license of other code it links to like the GPL does. This is not
a valid example.


 Blender can link to the header files and the *users* load/link to the
 non-gpl compatible external code (which also links to the BSD'd header
 files)... everyone gets what they want and no copyrights are violated.
 Drinks for everyone!!!


Although the BSD above is confusing the example, I agree that by my read of
the GPL, an open-source GPL blender extension can load/call to a third-party
closed-source binary code library under the GPL's library exception. What
this means is that any extension UI, code that touches RNA, any code which
touches any detail of blender would need to be open-sourced under the GPL.
While the core algorithm which must not be at all dependent on or link
against blender details, can be closed-source.

This is unlike extensions for tools such as Maya or 3dsmax, where the entire
extension, including UI and data-manipulation may all be closed source. I
believe this means some types of commercial extensions are viable (such as a
file format reader/writer), and some types of commercial extensions not as
viable (a UI extension or addin based on data-transformation within
blender). I'm undecided whether this is enough. A company considering
releasing an extension for blender may find the idea of having to
open-source a chunk of the extension is unfamiliar, which might prevent them
from doing it. However, it looks like that chunk would merely contain
glue-code that doesn't reveal their proprietary invention. I'll need to
think about this some more and consult some contacts in the industry to form
an opinion. This is an excellent point (which I think has been mentioned
before, but I didn't quite see it this way until your paragraph above).
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Re: [Bf-committers] extension clause

2010-11-22 Thread raulf
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 to hear first from our key contributors how they feel
 about the general idea. There's no reason to hurry with this, I'll try
 to settle it with final proposal before we move to a final stable 2.6.

 -Ton-

 
 Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
 Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands



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Re: [Bf-committers] extension clause

2010-11-22 Thread Alex Combas
On Mon, Nov 22, 2010 at 6:58 AM, Ton Roosendaal t...@blender.org wrote:
 Hi all,

 Phew, mind boggling discussions here. I know GNU GPL isn't easy to
 understand, but it would improve readability of the traffic on this
 list if we can stop with interpretations of the GNU GPL now. :)

 However, taking a position on what we want for the future in general
 is still relevant.
 David raised an issue - and he wasn't the first one - how to cope with
 the fact that GPL is not very permissive to extend or use with
 proprietary development.

 Basically there are two cases we can investigate:

 1) Allow anyone to extend Blender, linked dynamically with scripts or
 libraries or plugins
 2) Allow anyone to dynamically link in Blender libraries in their own
 programs

 The LGPL will only allow the latter. For the first we have to devise
 an extension clause (if we want to stick to GPL).

 Actions:

 - I can do the next weeks/months more research to gather information
 via other OS projects about their experience with GPL in commercial
 environments. I'll report back on this.
 - Finding out from significant contributors to Blender how they
 personally feel about re-licensing or extensions

 My personal opinion:

 I don't like the idea to switch entire Blender to LGPL much. Blender
 is a 3D artist tool, not a development environment with libraries.
 It's positive that people can add libraries in Blender without forcing
 them to make it available for everyone as LGPL.

 Allowing Blender to be extended more easily (scripts, plugins, libs)
 is more interesting. In that respect I recognize practices in studios,
 and how support companies like to work.



Hey Ton

You really nailed it with this post. Its really reassuring to see you
understand the issues and you are not opposed to the idea of non-GPL
licensing for extensions.

I look forward to hearing the results of your research.
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Re: [Bf-committers] New procedural texture: Planet

2010-11-22 Thread Daniel Salazar - 3Developer.com
Here are the pictures from Raul, pretty cool!

http://www.pasteall.org/pic/show.php?id=7077
http://www.pasteall.org/pic/show.php?id=7078
http://www.pasteall.org/pic/show.php?id=7079
http://www.pasteall.org/pic/show.php?id=7080
http://www.pasteall.org/pic/show.php?id=7081
http://www.pasteall.org/pic/show.php?id=7082
http://www.pasteall.org/pic/show.php?id=7083
http://www.pasteall.org/pic/show.php?id=7084
http://www.pasteall.org/pic/show.php?id=7085
http://www.pasteall.org/pic/show.php?id=7086
http://www.pasteall.org/pic/show.php?id=7087

Daniel Salazar
www.3developer.com


On Mon, Nov 22, 2010 at 12:30 PM, ra...@info.upr.edu.cu wrote:

 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, hope it
 will help you, is a fairly simple patch and will not disrrupt anything
 in Blender

                                Cheers   Farsthary

  Hey Raul,
  this feature sounds just awesome! You have my full support on it!
  Something I wanted for 3 years... Can't wait to see images.
 
  cheers,
  Thomas
 
  Am 22.11.2010 16:33, schrieb ra...@info.upr.edu.cu:
  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 should
  have some desired properties:
 
     It should have iso - lines that remind same high levels, like coastal
  lines or lines like rivers, erosion and features like that. (the closer
  built in procedural that currently have similar features in Blender is
  stucci at high octaves and turbulence and the magic one, but is not
  enough
  and are quite self similar at every scale)
 
     It should be fractal like but should not be very similar among scales
  because otherwise you get very similar and smooth detail at every scale
  (like currently happen with Cloud porcedural)
 
     It should provide detail enough at all scales in order to avoid
  increasing the number of noise octaves beyond wthat's currently blender
  have built in, for planet surfaces extremely close shorts should be made
  to the surface or build very big spheres, and from far away any
  smoothness
  will be inmediately spotted.
 
     The usual approach is to use lots of layers and composited
  procedurals
  in order to achive that, with the corresponding slow down, and trial and
  error approach or use some of the excelent directly aviable satellite
  pictures of planets (not an option for people offline like me).
 
    So I end up creating a new procedural: Planet texture, that has all
  the
  needed features and more, it provides enough detail at every scale and
  more important, is not very similar at different scales so zooming in
  will give you an entirely different view with new details and features
  in
  the terrain, it also have iso-lines and features that simulate erosion,
  rivers, platforms, and more , all using a single proce

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Re: [Bf-committers] extension clause

2010-11-22 Thread Doug Ollivier
A reply to the list in general, People have wanted real world cases:

The following is an example of where the GPL is being used to actively 
limit commercial use of a PHP add-on class.

http://www.interpid.eu/component/content/article/47

Note that the GPL version is available to the general public, but to use 
it in business, you need to purchase a separate license so that your own 
code doesn't become GPL
Very clever business model, but it highlights the issue well!

Doug Ollivier
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Re: [Bf-committers] extension clause

2010-11-22 Thread Michael Williamson
What happens when a third party writes a script that links to an 
external library?

an example in the current code would be the quicktime libs
THE USER has to sign up for the licence agreement of the quicktime sdk, 
obtain the source and then compile their own blender...

This is common in music software too for Steinbergs VST support: user 
gets SDK by signing up to EULA then compiles their own version

It's fine in teh above cases to distribute the code without Infecting 
either Apples code or Steinbergs...

Both SDKs have a EULA that prohibits re-distribution, which presumably 
protects them... it's the end user doing the linking

In blender's case this becomes interesting with say the Autodesk FBX sdk 
which has a similar restriction...


So here's what I don't get:
Are things really any more complicated if a compile wasn't necessary?  
say if Quicktime support, VST or FBX  could be added via a python 
script? just because it's compiled on the fly?

Requiring the user to sign up to any 3rd party libs agreement with a 
no re-distribution clause (common in commercial software) then there 
can surely be a commercial path to extend blender already existing

That or Apple, Steinberg and Autodesk are already infected by the GPL by 
no act of their own...

I'm guessing this must be the case else the blender  Vray script would 
infect vray?

Or is the act of compiling the difference?
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Re: [Bf-committers] extension clause

2010-11-22 Thread Michael Williamson
On 22/11/10 21:21, Michael Williamson wrote:
 .

 It's fine in teh above cases to distribute the code without Infecting
 either Apples code or Steinbergs...

i meant the linking code!

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Re: [Bf-committers] extension clause

2010-11-22 Thread Martin Poirier


--- On Mon, 11/22/10, Doug Ollivier d...@flipdesign.co.nz wrote:

 A reply to the list in general,
 People have wanted real world cases:
 
 The following is an example of where the GPL is being used
 to actively 
 limit commercial use of a PHP add-on class.
 
 http://www.interpid.eu/component/content/article/47
 
 Note that the GPL version is available to the general
 public, but to use 
 it in business, you need to purchase a separate license so
 that your own 
 code doesn't become GPL
 Very clever business model, but it highlights the issue
 well!

That is actually against the terms of the GPL. They cannot restrict usage like 
this.

If that is what they want to do with their license, it is not GPL compatible 
and the FSF should send them a strongly worded leter.

Martin


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Re: [Bf-committers] extension clause

2010-11-22 Thread Dahlia Trimble
The GPL is not an exclusive license. Developers are free to publish their
works under multiple licenses if they own the copyright outright.

On Mon, Nov 22, 2010 at 1:47 PM, Martin Poirier the...@yahoo.com wrote:



 --- On Mon, 11/22/10, Doug Ollivier d...@flipdesign.co.nz wrote:

  A reply to the list in general,
  People have wanted real world cases:
 
  The following is an example of where the GPL is being used
  to actively
  limit commercial use of a PHP add-on class.
 
  http://www.interpid.eu/component/content/article/47
 
  Note that the GPL version is available to the general
  public, but to use
  it in business, you need to purchase a separate license so
  that your own
  code doesn't become GPL
  Very clever business model, but it highlights the issue
  well!

 That is actually against the terms of the GPL. They cannot restrict usage
 like this.

 If that is what they want to do with their license, it is not GPL
 compatible and the FSF should send them a strongly worded leter.

 Martin


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Re: [Bf-committers] extension clause

2010-11-22 Thread Martin Poirier


--- On Mon, 11/22/10, Dahlia Trimble dahliatrim...@gmail.com wrote:

 The GPL is not an exclusive license.
 Developers are free to publish their
 works under multiple licenses if they own the copyright
 outright.

Of course, that's nowhere near what I said.

When they say that their GPL licensed version free is for non-commercial work 
only, they are putting further restrictions on their licensee, making their 
license not GPL compatible.

Nothing is stopping them from also releasing a version under closed source 
license with a fee attached, to go along with their almost-GPL version.

Martin


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Re: [Bf-committers] extension clause

2010-11-22 Thread Knapp
http://en.wikipedia.org/wiki/PyQt

PyQt is developed by the British firm Riverbank Computing. It is
available under similar terms to Qt versions older than 4.5; this
means a variety of licenses including GNU General Public License (GPL)
and commercial license, but not the GNU Lesser General Public License
(LGPL).



-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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