[Bf-committers] Unlimited Clay status

2010-12-13 Thread raulf
Hi guys!

  The last step on getting good topology (aside from a good smoothing that
luckily we already have) seems to be some sort of dynamic brush size, I
mean, mesh detail under the brush should be fine enough to avoid
stretching polygons, and also detail transition among adjacent faces
should be smooth and the only way of getting that is with an adaptive
brush radius.

  if the underlying faces on the brush are too big , then the radius will
scale accordingly and subdivide, then scale again to the smaller faces
and subdivide , till reach the user desired radius and perform the full
detail subdivission plus the sculpt action this seems to be the
behaviour of sculptris.

  I need to thinker with the sculpt/brush structures to see how could I
implement this.

I will preciate any help/hint on that from experienced sculpt
devs in order to speed up the implementation.

the goal is to alwyas have enough detail under the brush to perform the
sculpt action and avoid sharp size transitions among adjacent faces.

Thanks in advance
Farsthary

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Re: [Bf-committers] Blender developer meeting, sunday 12 dec, 2010

2010-12-13 Thread loopduplic...@burningtoken.com
Ubuntu has a new font this year which I consider to be very 
aesthetically pleasing and versitile.  It is easy to read at just about 
every size.  It's a sans serif font.  Sans serif fonts can be easier to 
read on a computer monitor than serif fonts, especially with small text 
where the serifs disappear or are distorted in some other way.

http://font.ubuntu.com/

Cheers!
Loop

On 12/12/2010 08:52 AM, Ton Roosendaal wrote:
 - Dalai proposes to replace the ancient built-in vector font with a
 more modern (and official free) one. We can even include a couple?
 Waiting for proposal...

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Re: [Bf-committers] Fonts

2010-12-13 Thread GSR
Hi,
hache...@shawnigan.ca (2010-12-13 at 0957.04 -0800):
 There are actually quite a few very good fonts that have very 
 good multi-language support and have good licenses. My 
 current favorite is the Droid family of fonts, commissioned 
 by Google and released under the Apache license. 
 
 Droid - http://www.droidfonts.com/ 

I have been testing this one for interface, it is highly readable in
really tiny sizes with AA off (sharp).

[...]
 Bitstream Vera - http://www.gnome.org/fonts/ 

Current Blender interface fonts are derived from Vera, and we already
know what goes with some combinations of hinting, kerning and AA
settings. Maybe not a problem for big size vector usage, but still.

GSR
 
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Re: [Bf-committers] Fonts

2010-12-13 Thread Diego B
Hi,

On Mon, Dec 13, 2010 at 5:46 PM, Dalai Felinto dfeli...@gmail.com wrote:
 Hello everyone.
 It's nice to see so much enthusiasm on that topic. Please keep in mind that
 it's important to pick a font that has an extense support/fallback for
 unicode.
 Ton mentioned the idea of bundle Blender with a few fonts. I'm afraid the
 size of those fonts is too big. Unless we add them as a separate package

 I compiled Blender here with the Droid
 http://www.pasteall.org/pic/show.php?id=7479
 http://www.pasteall.org/pic/show.php?id=7479patch available here:
 http://www.filedropper.com/showdownload.php/droidfont

 Quoting my blender-design-font-specialist friend [1]: It may need some
 adjustments (default size + hinting [2] ).
 I have no idea how Blender handles fallbacks (when a char is available in
 another ttf file). But I'm assuming it will be supported eventually (and
 Droid does have the asian set in another ttf file).

I can take a look at that :)


 Regards,
 Dalai

 [1] - http://www.blog.ohweb.com.ar/
 [2] - http://en.wikipedia.org/wiki/Font_hinting
 [3] - Droid Fonts downloaded from:
 http://damieng.com/blog/2007/11/14/droid-font-family-courtesy-of-google-ascender

 www.dalaifelinto.com

 2010/12/13 jonathan d p ferguson jdpf.p...@gmail.com

 hi.

 On Dec 13, 2010, at 12:57 PM, Harley Acheson wrote:

 
  There are actually quite a few very good fonts that have very
  good multi-language support and have good licenses. My
  current favorite is the Droid family of fonts, commissioned
  by Google and released under the Apache license.
 
  Droid - http://www.droidfonts.com/
  Ubuntu Font Family - http://font.ubuntu.com/
  Linux Libertine - http://www.linuxlibertine.org
  Bitstream Vera - http://www.gnome.org/fonts/
 

 Indeed. The Free World now has many wonderful fonts to choose from:

 See [1,2,3,4,5,6,7,8,9,10] for places to find FOSS fonts.

 [1] http://en.wikipedia.org/wiki/Free_software_Unicode_typefaces
 [2] http://en.wikipedia.org/wiki/Liberation_fonts
 [3] http://www.tug.dk/FontCatalogue/
 [4] http://scripts.sil.org/cms/scripts/page.php?site_id=nrsiid=OFL_fonts
 [5] http://www.alvit.de/blog/article/20-best-license-free-official-fonts
 [6] http://www.unifont.org/fontguide/
 [7] http://www.stixfonts.org/
 [8] http://www.scholarsfonts.net/cardofnt.html
 [9] http://www.gust.org.pl/projects/e-foundry/tex-gyre/
 [10] http://www.scholarsfonts.net/cardofnt.html

 have a day.yad
 jdpf


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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33578] trunk/blender/source/blender/ editors/curve: Related to previous commit:

2010-12-13 Thread Campbell Barton
On Sun, Dec 12, 2010 at 8:05 PM, GSR gsr@infernal-iceberg.com wrote:
 Hi,
 ideasma...@gmail.com (2010-12-10 at 1205.52 +):
  I'm mostly concerned that the usablity of Blender downgraded just for
  the sake of an enforced consistancy. The clunkiness of the handle menu
  should have not been accepted in the first place.
 [...]
 Menu's are not that clunky.

 Compare changing curve handle types with say - Switching between
 Vertex/Edge/Face mode when mesh editing.

 Other modelers may comment on this, but by the time I become
 proficient at using blender I had Ctrl+Tab+1/2/3 in muscle memory and
 used all the time.

 So you just use the keyboard, not the mouse? Yeah, I can see why you
 have no problems with that one... menus became visual output for you,
 and the input goes via keys. Other users never learn about that and
 just say popups get on the way with not speed wins (so they prefer
 the even slower method of moving the mouse away from the real
 workzone, and back). Of course, 1(-2) key(s) is always faster than 3,
 no discussion possible there.

 And with this you just reminded me two problems:

 1. Non obvious number association. Someone talked about displaying
 them for all menus where it applies, so people first get a clue about
 the existence of the feature, and second can learn the numbers by
 seeing instead of by slowly counting. It would even make less painful
 the relearning every time the items get shuffled (the old snap menu
 wars).

 2. Menus do not allow modifiers for toggle or multiselect. For edit
 multimode people instead has to use the mouse to aim and hit some
 buttons (small targets in the edge of the work area... here clunky
 adjetive fits). Move to layer is fixed already, for example, you get
 all the 20 entries under your cursor, fast, with number keys and
 modifiers working.

 GSR

Hi GSR, agree that number selection isn't obvious, committed automatic
key assignments r33648 which are displayed in the menu...

http://www.graphicall.org/ftp/ideasman42/menu_letter3.png
This means Handle keys can be accessed by V+A, V+V, V+L, V+F

So, NOW can we use a menu for handle types? :)

Note about method used...
Ton liked automatic assignment idea best though it does mean renaming
or adding menu items will change keys used,
before that I tried manual assignment of keys in the menu.
 http://www.graphicall.org/ftp/ideasman42/menu_letter.png
Its clunky but it would give some more control to keeping keys from
changing or not assigning keys to some menu items.

About mesh vertex/edge/face menu enabling more then one type at a
time, This is possible but would need to be done with an operator
which checked for Shift held on invoke for eg.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33650] trunk/blender/source/blender/ makesrna/intern/rna_define.c: disallow RNA color values to be set to negative values.

2010-12-13 Thread Matt Ebb
On Tue, Dec 14, 2010 at 3:44 PM, Campbell Barton ideasma...@gmail.com wrote:

 Log Message:
 ---
 disallow RNA color values to be set to negative values. Material colors could 
 be set to -100.0 if typed in manually, this is sure to cause 
 bad/unpredictable behavior.

If this is a problem for materials, then it should be set in the
material colour's range functions. Forcing all colour properties to
have these limits is too heavy handed - It's not sure to cause bad
behaviour, there are plenty of cases where you might want negative
values in a colour property - doing things in the compositor for
example.

Matt
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33650] trunk/blender/source/blender/ makesrna/intern/rna_define.c: disallow RNA color values to be set to negative values.

2010-12-13 Thread Campbell Barton
On Tue, Dec 14, 2010 at 5:10 AM, Matt Ebb m...@mke3.net wrote:
 On Tue, Dec 14, 2010 at 3:44 PM, Campbell Barton ideasma...@gmail.com wrote:

 Log Message:
 ---
 disallow RNA color values to be set to negative values. Material colors 
 could be set to -100.0 if typed in manually, this is sure to cause 
 bad/unpredictable behavior.

 If this is a problem for materials, then it should be set in the
 material colour's range functions. Forcing all colour properties to
 have these limits is too heavy handed - It's not sure to cause bad
 behaviour, there are plenty of cases where you might want negative
 values in a colour property - doing things in the compositor for
 example.

 Matt

Hi Matt,
Yep, materials could have their colors clamped instead (setting value
ranges is enough, without having range functions).
However this is the sort of thing that is often overlooked when adding
properties - color properties like sequencer, bone, object, theme,
lamp shadow, render stamp, fcurve, brush, world etc.

So I think its better to have negative colors opt-in.
This way nodes which are known to work with negative colors can have
negative values explicitly set.

If you think most compo/shader nodes work with negative colors I can
add in calls to all of them to allow negative color's so at least they
work the same as before.
Later if its found some compo nodes dont work right negative color
func can be removed ofcourse.

Would this be ok?
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33650] trunk/blender/source/blender/ makesrna/intern/rna_define.c: disallow RNA color values to be set to negative values.

2010-12-13 Thread Matt Ebb
On Tue, Dec 14, 2010 at 4:35 PM, Campbell Barton ideasma...@gmail.com wrote:
 On Tue, Dec 14, 2010 at 5:10 AM, Matt Ebb m...@mke3.net wrote:
 On Tue, Dec 14, 2010 at 3:44 PM, Campbell Barton ideasma...@gmail.com 
 wrote:

 Log Message:
 ---
 disallow RNA color values to be set to negative values. Material colors 
 could be set to -100.0 if typed in manually, this is sure to cause 
 bad/unpredictable behavior.

 If this is a problem for materials, then it should be set in the
 material colour's range functions. Forcing all colour properties to
 have these limits is too heavy handed - It's not sure to cause bad
 behaviour, there are plenty of cases where you might want negative
 values in a colour property - doing things in the compositor for
 example.

 Matt

 Hi Matt,
 Yep, materials could have their colors clamped instead (setting value
 ranges is enough, without having range functions).
 However this is the sort of thing that is often overlooked when adding
 properties - color properties like sequencer, bone, object, theme,
 lamp shadow, render stamp, fcurve, brush, world etc.

 So I think its better to have negative colors opt-in.

I'm really not sure why. Colours are used for all kinds of things, not
just pixels in an image. They can be used to represent other things
like displacements, or used as relative offsets (eg. some comp nodes),
or all kinds of stuff. Blender uses full linear floating point colours
internally, and there's nothing inherent in that that means they
should only be positive. I think defining this as something that 'all
colours should be always positive' is too great a limitation to apply
as a blanket case across blender - to me it's a similar sort of thing
as the idiotic 'can't make concave faces' error in mesh edit mode,
making an arbitrary yet wide ranging limitation in order to prevent a
few corner cases.

On a practical level I also disagree since:
* people have to willingly type negative colours into those fields to
start with - if that's what you explicitly type in then you get what
you get
* the idea that things can be added back in as needed I think is
expecting a lot, I don't think it's the sort of thing that people will
be bothered with reporting as bugs
* if it's to prevent bugs, better to fix it at the source, since it
could be a deeper problem. eg. if it's a problem in materials, what
happens when a texture with negative colours is used, or anim sys is
used to get negative values in there, or if a node setup generates
negative colours? Clamping RNA inputs may not be enough there.

My 2c anyway.

Matt
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