Re: [Bf-committers] cycles fails to compile with jemalloc
gave it a shot, WITH_MEM_JEMALLOCON using the deb pkg: libjemalloc-dev amd64 2.2.1-1 [154 kB] compiled without any problem. *shrugs* $ ldd bin/blender | grep jem libjemalloc.so.1 = /usr/lib/libjemalloc.so.1 (0x7f81521fa000) lmg On Tue, Nov 15, 2011 at 8:37 PM, trouble daemon troubledae...@gmail.comwrote: Hey Brecht, Loving cycles btw :) I just was noticing the other day that I hadn't yet tried out jemalloc in the cmake settings. So I grabbed the latest git copy and installed it. The problem was that blender seemed to fail to compile. I don't have the compile error handy, but I recall it stopping on something cycles related, and went away when I disabled jemalloc. Anyways, just thought you might want a heads up in case you intended to support this malloc replacement, or at least allow cycles to work in concert with it. Cheers, Dan ___ 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] Blender tangent space calculation
Eugene, the link Morten pointed you tohttp://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Mapsexplains that the tangent space you created your normal maps in (in blender) is generated by the implementation in mikktspace.hhttps://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.hand mikktspace.chttps://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.c . you might want to use those in your app (check the licence inside). cheers, lmg On Sun, Nov 13, 2011 at 10:51 PM, Eugene Minov minov@gmail.com wrote: Wow!! Thanks a lot, for pointing me to the google ;) But I afraid that maybe I've not correctly describe my problem. If so, sorry for that, because my english is still kinda weak. My problem not in generating a normal maps (a textures) in blender. Not at all. My problem is that I cannot fully correct render my already generated normal maps in my app. Because, how I mentioned in the last mail, the usual methods for this purpose (by UV coords) is not gives me desired results. So I wanted to ask for help with information about methods blender uses for generating tangents. And yes, I had searched in google but unfortunately have't found something helpful yet. If someone can point me to that kind of info, I will be very grateful! On Mon, Nov 14, 2011 at 12:08 AM, Morten Mikkelsen mikkels...@gmail.com wrote: There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com wrote: Hi. I am sorry if I subscribe into a wrong place, I am new and I've not actually planned to change or to debug the blender sources yet. But I trying to write app that'll be render models with normal mapping exported from blender, and I have a question about how exactly is blender calculates a tangent vectors when Unwrap operation in the editing mode performs? Calculating tangents in my app in usual manner (using UV coords and verts positions) gives me different tangents for each face of the same vertex indexed from, and thus crumpled normal map looking. Then by looking into blender sources (searching by 'tangent' keyword) I've found a couple of functions with tangents calculations, like: float axis[3] = {0.0f, 0.0f, 1.0f}; cross_v3_v3v3(tangent, normal, up); normalize_v3(tangent); After I tried same method in my program I've gotten almost perfect looking model, depending on what initial axis I've used. To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for each normal, I calculate max dot product of tangent calculated by each axis with tangent calculated from UV coords. But still it seems that in some rare vertices tangent is calculates wrong, maybe because of wrong initial axis. So, can anyone please give me any information about tangents calculation formula that blender uses while generates UV coords or some advice about choosing initial axis. Thanks for help. Eugene ___ 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] Keymap storage management
+1 for (configurable) double keys -1 for hide/unhide -1 for front/back views cheers, lmg On Sat, Jul 23, 2011 at 5:42 PM, Jonathan Williamson jonat...@montagestudio.org wrote: I have to agree with Daniel. I constantly hide parts of a mesh bit by bit. -- Jonathan Williamson Instructor - http://www.blendercookie.com (http://www.blendercookie.com/) Personal Trainer - http://www.mavenseed.com (http://www.mavenseed.com/) Portfolio - http://www.jw3d.com (http://www.jw3d.com/) On Saturday, July 23, 2011 at 10:40 AM, Daniel Salazar - 3Developer.com wrote: NOT, we want to hide, hide, hide, unhide.. hence the two hotkeys Daniel Salazar 3Developer.com (http://3Developer.com) also, would it be possible to get rid of the H, alt+H and just have h hides, h unhides, h hides again, h unhides again? ___ Bf-committers mailing list Bf-committers@blender.org (mailto: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] Keymap storage management
you'd prolly use the outliner to do this.. in most cases. since you'll most likely have a hard time even selecting the hidden object :) cheers, lmg On Sat, Jul 23, 2011 at 3:21 PM, Francesco Zoffoli maker...@gmail.comwrote: What if i have something already hidden, and i want to add something else? I'd have to unhide everything and than hide again. Instead for toggling the view it can be useful! ___ 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] Tool Shelf Toggling On/Off Tab Mockup
I like how Brecht solved this in the cycles branch: he removed the (+) icons all together. there are keys for props [N] and tools [T] and menu entries (in view) for all 3. maybe we can simply add a key for tool-props? suggestion: [ALT]+[N] or maybe.. don't allow the tool-props to be hidden at all? just find a way to have it sit there at the top/bottom of the tools nicely. cheers, mario On Mon, Jun 13, 2011 at 6:19 AM, Jonathan Smith j.jay...@gmail.com wrote: You are probably right, using a lot of space doesn't seem to be the best answer.. back to drawing board. On Sun, Jun 12, 2011 at 11:31 PM, Jim Williams sphere1...@gmail.com wrote: I'd agree. Find ways to use less real estate, not more. On Sun, Jun 12, 2011 at 9:04 AM, Aurel W. aure...@gmail.com wrote: Hi, I think that this would be rather unpractical, it takes way to much visual space for what it represents. If i want to collapse those panels, i want them gone, not taking a lot of space on the screen like those huge buttons. Blenders gui already got way too unefficient in 2.5, especially when it comes to, space needed for certain gui elements and panels. aurel On 12 June 2011 13:28, Jonathan Smith j.jay...@gmail.com wrote: I have written up a mockup/proposal on a different way to do the closing and opening of the Tool Shelf and Properties Shelf UI, other than using the little plus icons, on my talk page. http://wiki.blender.org/index.php?title=User_talk:JayDez I am, unfortunately, not a good enough coder to actually implement this, so I'm just putting it out there as an idea, either for another coder to implement, or just to promote discussion about the way this works, since I don't think that it is done very well in the current version of Blender. Any comments on or critiques of the mock up would be welcome. Cheers, Jonathan ___ 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 -- No essence. No permanence. No perfection. Only action. ___ 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-blender-cvs] SVN commit: /data/svn/bf-blender [37394] branches/merwin-spacenav: SpaceNav works on Linux
hey Mike, good to see you're makin' progress! :) in order to get your branch compiled on linux with cmake, I had to tweak it a bit. * install the 'libspnav-dev' package * added the NDOFManagerX11 files to ghosts CMakeLists.txt * added CMAKE_EXE_LINKER_FLAGS_RELEASE -lspnav ideally you'd add some cmake flag like WITH_SPACENAV that also does a library check and add the proper compile and linking flags, didn't know how to, so I went the bruteforce way. maybe some cmake guru can help here? running was straight forward after: * run 'spacenavd' (had to run it sudo or it wouldn't create the .sock) keep it up! hth, mario Index: intern/ghost/CMakeLists.txt === --- intern/ghost/CMakeLists.txt(revision 37401) +++ intern/ghost/CMakeLists.txt(working copy) @@ -168,11 +168,13 @@ intern/GHOST_SystemX11.cpp intern/GHOST_SystemPathsX11.cpp intern/GHOST_WindowX11.cpp +intern/GHOST_NDOFManagerX11.cpp intern/GHOST_DisplayManagerX11.h intern/GHOST_SystemX11.h intern/GHOST_SystemPathsX11.h intern/GHOST_WindowX11.h +intern/GHOST_NDOFManagerX11.h ) On Sat, Jun 11, 2011 at 2:25 AM, Mike Erwin significant@gmail.comwrote: Revision: 37394 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=37394 Author: merwin Date: 2011-06-11 00:25:48 + (Sat, 11 Jun 2011) Log Message: --- SpaceNav works on Linux Modified Paths: -- branches/merwin-spacenav/intern/ghost/GHOST_Types.h branches/merwin-spacenav/intern/ghost/intern/GHOST_EventManager.cpp branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManager.cpp branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManager.h branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManagerX11.h branches/merwin-spacenav/intern/ghost/intern/GHOST_SystemWin32.cpp branches/merwin-spacenav/intern/ghost/intern/GHOST_SystemX11.cpp branches/merwin-spacenav/intern/ghost/intern/GHOST_SystemX11.h branches/merwin-spacenav/source/blender/editors/space_view3d/view3d_edit.c branches/merwin-spacenav/source/blender/windowmanager/intern/wm_event_system.c branches/merwin-spacenav/source/blender/windowmanager/intern/wm_window.c Added Paths: --- branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManagerX11.cpp Modified: branches/merwin-spacenav/intern/ghost/GHOST_Types.h === --- branches/merwin-spacenav/intern/ghost/GHOST_Types.h 2011-06-11 00:22:35 UTC (rev 37393) +++ branches/merwin-spacenav/intern/ghost/GHOST_Types.h 2011-06-11 00:25:48 UTC (rev 37394) @@ -47,11 +47,6 @@ typedefint GHOST_TInt32; typedefunsigned intGHOST_TUns32; -#ifdef WIN32 -#define WM_BLND_NDOF_AXIS WM_USER + 1 -#define WM_BLND_NDOF_BTN WM_USER + 2 -#endif - #if defined(WIN32) !defined(FREE_WINDOWS) typedef __int64GHOST_TInt64; typedef unsigned __int64 GHOST_TUns64; Modified: branches/merwin-spacenav/intern/ghost/intern/GHOST_EventManager.cpp === --- branches/merwin-spacenav/intern/ghost/intern/GHOST_EventManager.cpp 2011-06-11 00:22:35 UTC (rev 37393) +++ branches/merwin-spacenav/intern/ghost/intern/GHOST_EventManager.cpp 2011-06-11 00:25:48 UTC (rev 37394) @@ -42,8 +42,8 @@ #include GHOST_EventManager.h #include algorithm #include GHOST_Debug.h +#include stdio.h // [mce] temp debug - GHOST_EventManager::GHOST_EventManager() { } @@ -111,6 +111,7 @@ bool GHOST_EventManager::dispatchEvent(GHOST_IEvent* event) { bool handled; + printf(dispatching %d\n, event-getType()); if (event) { handled = true; TConsumerVector::iterator iter; Modified: branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManager.cpp === --- branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManager.cpp 2011-06-11 00:22:35 UTC (rev 37393) +++ branches/merwin-spacenav/intern/ghost/intern/GHOST_NDOFManager.cpp 2011-06-11 00:25:48 UTC (rev 37394) @@ -16,7 +16,7 @@ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor(s): - *Mike Erwin + * Mike Erwin * * * END GPL LICENSE BLOCK * */ @@ -54,12 +54,33 @@ m_atRest = false; } -void GHOST_NDOFManager::updateButtons(unsigned short buttons, GHOST_TUns64 time) +void GHOST_NDOFManager::updateButton(int button_number, bool press, GHOST_TUns64 time) { GHOST_IWindow* window = m_system.getWindowManager()-getActiveWindow(); - unsigned short diff = m_buttons ^ buttons; + GHOST_EventNDOFButton* event = new
Re: [Bf-committers] Camera Guides
just for kicks and practice, I had my own quick and dirty go at this - http://kishalmi.servus.at/3D/guides/ wasn't sure if for activated title safe zone, the guides (and ratios) go within that.. *shrugs* Lars' and Daniels patch sure looks nicer with the alignment option of the golden triangle guides, but maybe this could be ommited by simply providing all lines in one symmetrical set? cheers, mario On Thu, May 5, 2011 at 11:44 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: eh so what is the solution? i'd pretty much like to have this (other than my patched build) Daniel Salazar 3Developer.com On Thu, May 5, 2011 at 3:40 PM, Michael Fox mfoxd...@gmail.com wrote: ok i will stop now, thank you all On 06/05/11 07:33, Campbell Barton wrote: On Thu, 2011-05-05 at 20:03 +1000, Michael Fox wrote: In the past few days i have been working on adding guides to the camera object, to be used for perspective and eye line tracking as well as composition guides (rule of thirds, etc etc) , now granted there is patches available to do this but they are all hardcoded and don't allow for much in the way of adjustment or precision, and certainly not elegant or integrated well. However there has been concerns over this feature is really necessary, like people should use BG images or Grease pencil, really slapdash stuff and that custom guides are not needed nor should be developed, so I would like to ask, do I continue on this project, or call it a day and let the patch pass around the community because I do not want to keep going if it is deemed of little or no interest or need. the Patch http://mfoxdogg.com/development/cam_guides.txt Pros. -uses SDNA/RNA -fully accessible via python -update real-time -both ends of each guide are independent and can be put anywhere in the area of the camera -has a transparency value -position values are percentages of the camera area so no need to redraw guides if resolution or camera scale change - due to accessibility of python, a preset system could be developed for this - guides are saved in the file Cons -only exist in camera view -only a dashed line and no colour support at this time The patch has a few issues - need a way to clear memory made where the guide is made -due to this files saved with guides will crash -the remove guide button does not work, for some reason -only very basic UI has been developed -no documentation at this time Now please don't view this as me sulking and being a primadonna its just i have very little time these days and havn't developed anything for a while, there is not design docs for the object colour rules system yet so i took on this challenge, which has been in the back of my mind for a long time. Thank you for your time Michael B. Fox ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers It seems to me that this is spending energy on a feature which is mainly useful in corner cases, while grease pencil isn't perfect, I think with some minor tweaks it can work very well. Suggest to do this instead: * Add generic overlay presets like golden rule, center, diagonal lines? There could be 3-6 of these that can work like existing tile safe. * Rather then adding new code, use grease pencil for this feature, the only change needed is show a cameras grease pencil while in the camera view - irrespective of selection. * Modify the SVG importer to optionally load paths into grease pencil or import SVG and convert curves to grease pencil internally. --- (end implementation details) For users this can be made as simple as a button in camera panel: Load SVG to Camera Grease Pencil. This avoids adding DNA, rna api, editing tools etc. If people really like to make some detailed camera overlay that cant be drawn by hand in grease pencil they can use inkscape and import it. ___ 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] Blender 2.57 and Ubuntu 11.04
I like the PPA idea. installing (and later updating to) bleeding edge blender would be as easy as: `sudo add-apt-repository apt:blender/whatever` package/update-managers will take care of the rest. (on a daily basis, if setup to do so) maybe the buildbot could upload to a blender-nightly ppa? cheers, lmg On Thu, Apr 28, 2011 at 10:27 PM, pete larabell xgl.asyl...@gmail.com wrote: yup On Thu, Apr 28, 2011 at 3:21 PM, Knapp magick.c...@gmail.com wrote: On Thu, Apr 28, 2011 at 8:59 PM, pete larabell xgl.asyl...@gmail.comwrote: I spoke with the ubuntu people, it is going to be in 11.10 in October. It had to do with ubuntu using debian packages and the packages were build for the OS when blender 2.56 was still obviously beta and they don't put beta as a release 2.57 release will be in 11.10 11.10 = 2011.October (just to be clear about that number). Ubuntu is always year and then 4 or 10 month that goes with their release cycle. -- 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/ ___ 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] compiling flags
for scons flags, check blender/build_files/scons/config/your OS-config.py copy and paste changed ones to blender/user-config.py for cmake you just run ccmake or cmake-gui and turn on advanced mode. hth, lmg On Sat, Apr 16, 2011 at 3:27 AM, Yousef Hurfoush ba...@msn.com wrote: hi all where i can find a guide or reference on compiling flags like: WITH_BF_etc... CFLAGS, CCFLAGS, CXXFLAGS any tips may help :) ___ 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] Numeric fields should accept coma and convert it todot
meanwhile on a german keyboard... until this problem is resolved, which could take a while, users of german keyboards (and other variants that have a comma for numpad delete) could change their layouts so KPDL is a decimal point. in linux/gnome this is fairly simple: - http://kishalmi.servus.at/tmp/Screenshot_KPDL_gnome.jpg alternatively, you could add include kpdl(dot) to your /usr/share/X11/xkb/symbols/de for XP (and prolly other win*s) there's a little M$ tool, called Keyboard Layout Creator: - http://kishalmi.servus.at/tmp/Screenshot_KPDL_XP.jpg not sure if this is the most simple and elegant solution tho, just quickly tested this on a VM. You could prolly get away with just changing your region settings. hth, lmg On Sun, Apr 17, 2011 at 10:52 AM, Damir Prebeg blend.fact...@gmail.com wrote: Thanks Campbell for pointing me, I'll check those functions to see what's there because I'm highly interested in this problem. While it really sounds great that blender can sum 1' with 30.48 cm, I think that that creates more problems (as this one with coma) that it's used buy ordinary users. For instance, I don't use either metric or imperial units, I use only blender units. Well, IMHO a whole unit system is a bit confusing and can lead to a lot of problems. For instance, I have attended to one Blender workshop where people had to collaborate and create models witch will be externally linked in one final Blend file. We should use metric system in cm, but a lot of people have used different scale so in the end we had all sorts of problems with model scaling in final scene. That wouldn't be the case if only BU was used. On 17 April 2011 08:00, Campbell Barton ideasma...@gmail.com wrote: recommend to look at interface.c and bpy_interface.c - BPY_button_exec(), in principle what you suggest could work however all parsing is done by python its not so simple to make decisions based on input unless we write our own. In brief it works like this: * user inputs some number/py-code/units * for unit buttons blender does python compatible replacements (yes, units systems cheats by relying on python :-) ). * python evaluates this string - if its a tuple ist sum'd, otherwise a number is expected. The conflict with units is input from multiple units system is possible, so you can type in 10cm even if Imperial units are selected. Or 10' when Metric is used. On Sat, Apr 16, 2011 at 10:24 PM, Damir Prebeg blend.fact...@gmail.com wrote: Well, I know that Python interprets 1, 2 as (1, 2) but as I can see numeric field actually calculates sum of numbers separated by coma witch Python doesn't do by it self. Since parser does that, wouldn't be possible to create parser that will distinguish simple 1, 2 from sum(1, 2) or from [1, 2]? And to be honest, I don't understand what's the problem with units. If someone uses imperial, metric or blender unit system, then he will use only one system at the time. Parser should be aware active unit system and should not mix 1'000,00 and 1,0. On 16 April 2011 16:12, Campbell Barton ideasma...@gmail.com wrote: Also units, where: 2' 4 ... is valid input for: 2 ft 4 inches Supporting 1'000,00 units python evaluation would be tricky and error prone enough to make it not workable IMHO. On Sat, Apr 16, 2011 at 11:28 AM, Martin Poirier the...@yahoo.com wrote: The issue is that it doesn't accept just numbers, it accepts anything that evaluates to an expression, so you can type stuff lie: 1/3, 16/9*480, sum(15, 12.5, 48.6), ... Strictly parsing with a locale is not possible. Martin --- On Sat, 4/16/11, Remo Pini remo.p...@avexys.com wrote: From: Remo Pini remo.p...@avexys.com Subject: Re: [Bf-committers] Numeric fields should accept coma and convert it todot To: bf-blender developers bf-committers@blender.org Received: Saturday, April 16, 2011, 3:54 AM I actually think that Blender should try to adhere to whatever locale settings the user has chosen if at all possible. This goes for date, time and number formats. I've seen numbers setup like 1000.00 / 1'000.00 / 1,000.00 / 1'000,00 - simply accepting . and , will not solve this issues, the parser needs to be locale aware instead of just replacing things... Cheers Remo -Original Message- From: bf-committers-boun...@blender.org [mailto:bf-committers- boun...@blender.org] On Behalf Of Damir Prebeg Sent: Freitag, 15. April 2011 11:08 To: bf-blender developers Subject: [Bf-committers] Numeric fields should accept coma and convert it todot I use numeric keys a lot, but on my locale settings num key DEL is coma not dot. Because of that I often make mistakes with numeric inputs. I think that all numeric fields should accept and convert coma to dot. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] CMake build fails at bpy_rna_anim.c
fixed it quickly, until cambo can check. On Wed, Mar 2, 2011 at 7:20 AM, IRIE Shinsuke irieshins...@yahoo.co.jp wrote: Hi, I attempted to build Blender with CMake on Ubuntu 10.10 but got errors as follows: [ 55%] Building C object source/blender/python/intern/CMakeFiles/bf_python.dir/bpy_rna_anim.c.o /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c: In function 'pyrna_struct_anim_args_parse': /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:57: error: implicit declaration of function 'RNA_struct_is_ID' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:69: error: implicit declaration of function 'RNA_path_resolve_full' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:82: error: implicit declaration of function 'RNA_struct_find_property' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:82: warning: assignment makes pointer from integer without a cast /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:91: error: implicit declaration of function 'RNA_property_animateable' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:96: error: implicit declaration of function 'RNA_property_array_check' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:106: error: implicit declaration of function 'RNA_property_array_length' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:117: error: implicit declaration of function 'RNA_path_from_ID_to_property' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:117: warning: assignment makes pointer from integer without a cast /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c: In function 'pyrna_struct_driver_add': /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: error: implicit declaration of function 'RNA_pointer_create' /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: error: 'RNA_FCurve' undeclared (first use in this function) /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: error: (Each undeclared identifier is reported only once /home/irie/Subversion/blender/source/blender/python/intern/bpy_rna_anim.c:288: error: for each function it appears in.) make[2]: *** [source/blender/python/intern/CMakeFiles/bf_python.dir/bpy_rna_anim.c.o] Error 1 make[1]: *** [source/blender/python/intern/CMakeFiles/bf_python.dir/all] Error 2 make: *** [all] Error 2 These errors happen since r35295. r35297 Ubuntu 10.10 amd64 IRIE ___ 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-blender-cvs] SVN commit: /data/svn/bf-blender [35108] trunk/blender: added image-editor operators:
Some comments on the code: The image buffer should be marked as modified: ibuf-userflags |= IB_BITMAPDIRTY; done. + RNA_def_boolean(ot-srna, inv_r, 0, Red, Invert Red Channel); + RNA_def_boolean(ot-srna, inv_g, 0, Green, Invert Green Channel); + RNA_def_boolean(ot-srna, inv_b, 0, Blue, Invert Blue Channel); + RNA_def_boolean(ot-srna, inv_a, 0, Alpha, Invert Alpha Channel); No need to use abbreviations here, change inv_ to invert_. done. - /* properties */ - RNA_def_enum(ot-srna, method, unpack_method_items, PF_USE_LOCAL, Method, How to unpack.); - RNA_def_string(ot-srna, id, , 21, Image Name, Image datablock name to unpack.); /* XXX, weark!, will fail with library, name collisions */ } Was this intentional, those properties still seem to be used in the unpack operator? not at all intentional. thanks for spotting this one! r35115 cheers, lmg -- all efforts are waste without copy and paste. tho make sure not fsck up copy and cut! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] normal maps, red/green channel inverted
further I plan to add [invert image colors] [invert red channel] [invert green channel] [invert blue channel] [invert alpha channel] ??? operators to the image editor. they can be used to adjust old bakes or imported normalmaps and might even prove useful under other circumstances. cheers, mario On Tue, Feb 22, 2011 at 11:17 PM, Morten Mikkelsen mikkels...@gmail.com wrote: Before changing everything again, can we go back to the revision that introduced the change in the first place and maybe understand why it was done? There was probably a reason, even if it wasn't a good one, understanding why might be useful. We already know exactly what is going on. We know exactly how and why the channels have to be set. I promise you. It will conform to the standard that is most common. The old spaces didn't support a real binormal (meaning +/- sign was not maintained). It was rather broken as it was. It was almost luck whether you got one thing or another. This is also why it was essentially useless for exporting any normal map out of blender. A new system has already been put in place which replaces the generated tangent spaces. These support mirroring and a sign +/-1 to create a bitangent with the correct orientation. This is not something mindlessly thrown in at the last minute. Martin --- On Tue, 2/22/11, Sean Olson seanol...@gmail.com wrote: From: Sean Olson seanol...@gmail.com Subject: Re: [Bf-committers] normal maps, red/green channel inverted To: bf-blender developers bf-committers@blender.org Received: Tuesday, February 22, 2011, 4:35 PM I also could not agree more. Some standardization here would get rid of plenty of headaches. To be clear, the step that I would like to avoid is under: GIMPing the image on this page: http://www.foro3d.com/f217/blender-normal-mapping-76567.html (It's basically just instructing to invert the green channel) http://www.foro3d.com/f217/blender-normal-mapping-76567.htmlI believe it worked this way in 2.49 and currently works this way also though I have not tested very recently. If I recall the results of the last mailing list conversation on this subject, the consensus was that there is no 'standard' on ways to do normal mapping so Blender's is as good as anybody else's, and is not technically 'wrong'. The problem is that most of the other apps have standardized in 'the other method'. I tried tracking the email thread down, but after about an hour of digging have given up. -Sean On Tue, Feb 22, 2011 at 12:26 PM, Morten Mikkelsen mikkels...@gmail.com wrote: Make it standard please, nmaps are something that you usually share between softwares. no point in forcing headaches to users Daniel Salazar May your first born be a son and may your harvest be plentiful!! :) I could not agree more. That's exactly why this patch needs to go in asap. Normal maps are indeed typically exported between tools. 2011/2/22 Knapp magick.c...@gmail.com: Just provide an external tool or add-on to fix the files. Perhaps pop up a warning: this file has a broken bump-map, run XXX to fix it. On Tue, Feb 22, 2011 at 7:45 PM, Thomas Dinges blen...@dingto.de wrote: I wouldn't do a hackish button either, if it works correct as in 2.49 it's fine and all we need. Am 22.02.2011 19:33, schrieb Ton Roosendaal: Hi all, The situation is worse apparently; up to Blender 2.49 the normal maps were fine, but the newbump patch in 2.51 made red channel become badly inverted. Having it work like in 2.49 is of course correct. Brings up the question if we should provide a hackish button to support bad normal maps created in the alpha/beta period. Morton's Mario's proposal is to not do this. I agree, it only makes UI uglier... :) -Ton- Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 20 Feb, 2011, at 14:45, Dalai Felinto wrote: Instead of old Blender Normal maps couldn't it be invert color channels [tooltip: old Blender Normal Maps - invert red/green channels? Or Blender was really the only software out there using those inverted? I remember this being discussed a while ago (1year or +) but don't remember what was the outcome of it. -- Dalai 2011/2/20 Ton Roosendaalt...@blender.org: Hi, I think Carsten's proposal is the nicest way, even when a bit ugly. We can add a version patch in .blend files that sets
Re: [Bf-committers] mkktspace broke compilation for gcc 4.2.4 - patch
applied patch - r34894, thanks! 2011/2/16 Ρυακιωτάκης Αντώνης kal...@gmail.com: The modifications in mkktspace broke compilation on gcc 4.2.x This is a patch proposed by sparky_ on irc. Special thanks to cobe571 for being persistent on the matter. ___ 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] Material Panel Proposal
+1 for Alternative 2 I like being able to hide (fold) controls hardly ever being changed. cheers, mario On Mon, Feb 7, 2011 at 7:55 PM, Thomas Dinges blen...@dingto.de wrote: Hi, I like mockup number 1 (with the material_type selector in the header) Best regards, Thomas (DingTo Am 07.02.2011 19:16, schrieb ervin weber: Hi, thanks for your reply. Your suggestions are good, I also think that it's better to just deactivate some controls. The material type radiobutton has been kept out of the pipeline panel because users might find it more convenient. Even if I find that it would be more logical to incorporate it into the panel. I updated the mock-up after a small user survey on the kino3d forum. Seems that the header icons doesn't appeal to everyone. The fact that the panels disappear, when a material node is not selected, seems to be enough of a hint. I also swapped the node-material field with the material type radiobutton. The point is that the choice changes drastically the node-tree, and as such it's better positioned directly under the material selector. Here is the new mock-up: http://www.pasteall.org/pic/8922 However, I'd love to hear what the UI mafia thinks about it, or so I was advised in IRC ;) On 04/02/2011 20.51, Xavier Thomas wrote: Hi, As you said it is not perfect but I agree it is a good idea. My thinking is: - Do not change the panel organisation acording to what option is selected, just shade/deactivate some controls - I would inlude the material type (Surface/Wire/Volume/Halo) inside the render pipeline panel, leaving just the id selector above the preview. good work xavier 2011/2/4 ervin weberervin.we...@gmail.com Hi all, I want to show you a proposal for the Material Panels regarding handling of nodematerials. Even if it's not the perfect solution, I think it's a step in the right direction. A patch, an image and a py script to test directly in Blender are provided here: http://projects.blender.org/tracker/index.php?func=detailaid=25939group_id=9atid=127 What the patch does: * Adds a new panel: Render Pipeline Options bringing together the material properties that belong to the pipeline level. Those are the properties not mixable in material nodes. * If use_nodes is enabled, it adds a new field under the material selector showing the selected material node, or a label telling you that none is selected. * If no node material is selected, it hides the panels containing the node material's properties * If use_node is enabled and a node material is selected, it adds a NODETREE icon in every header of panels containing node material's properties. The panels containing the base-material options remain unchanged Discussing in IRC I got positive feedback except for the last point. Icons in headers are a bit ugly, but the need remains for showing the user what properties are of basematerial and what of node material. So I welcome better ideas :) I look forward for your comments, thanks. ___ 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] Proposal: to remove the TexFace options
+1 especially since painting bumpmaps became popular just recently ;) mostly - but not exclusively - beginners are uncertain how to even set up texture painting I believe removing the dependence on texfaces would aid here. @Dalai: very nice proposal, can only second that. cheers, mario On Fri, Feb 4, 2011 at 6:49 AM, Mike Pan mike.c@gmail.com wrote: +1 from me as well. Should make things a lot simpler for beginners. Mike Pan On Thu, Feb 3, 2011 at 8:59 PM, Dalai Felinto dfeli...@gmail.com wrote: Hi Carsten, - ObColor: I think I used it many times for changing the Mesh color with As far as I know you can't change the Mesh color, but only the object color with this. The difference is that it can be unique per objects sharing the same mesh and material. ObColor works and will keep working. The question I was bringing is the option ObColor in the TexFace. I would assume this option allows part of the mesh to use ObColor and part to ignore. However, as I said in the proposal, I couldn't make it work (user-wise). I either have the entire mesh with ObColor or without. - Maybe it is a bit more work to need materials for all faces which need a different Face Mode, since now it is easy, just select one or more faces, set Face Mode and then Copy Mode. The workflow with materials is similar. Add multiple materials for the obejct (in the material slot) select the material you want, select the faces you want and click assign. The option to Select the faces of a specific material is even better than with TexFace because you can actually see the faces that share the same properties (i.e. material). So I think it have to be possible to show all the textures in GLSL when following is meet: - Object has a Material, - Face Textures in Options-Panel is ON Agree with that here. Actually I consider this more to be a bug than a design. Brecht would know better. Have you consider adding this to the tracker? Personally I would love if GLSL could work without materials using TexFace, but maybe that's me being lazy to add dumb materials. Thanks, Dalai 2011/2/3 Carsten Wartmann c...@blenderbuch.de Am 03.02.2011 21:56, schrieb Dalai Felinto: Dear developers and users, Tex Face is part of Blender original design 15 years ago. The functionality it brought to the Blender Game Engine is still useful nowadays. However its design hasn't changed and it lacks integration with other parts of Blender. This proposal is centered on moving the working functionalities as sub-options for the Material and remove deprecated ones. http://wiki.blender.org/index.php/User:Dfelinto/TexFace Hi, for the most I can overlook now (its late here) I am fine with it. There are two points where I have some worries (maybe because I need to think a bit more): - ObColor: I think I used it mayn times for changing the Mesh color with the ObCol Ipo, even making things transparent worked this way. However, having the Texture Face Mode become more and more obsolete it is maybe not of much use nowadays? I think in Multitexture (not sure here) and GLSL it is possible to animate the color directly without ObCol. - Maybe it is a bit more work to need materials for all faces which need a different Face Mode, since now it is easy, just select one or more faces, set Face Mode and then Copy Mode. There is also another thing I always hated for GLSL Materials: It is much more complicated to have a Mesh with multiple textures than with Texture Face. In UV Image Editor you map several textures to several faces, in Multitexture or Texture Face they are shown in the BGE. In GLSL you need to assign several Materials to the several faces to get the same result as in the other modes. So I think it have to be possible to show all the textures in GLSL when following is meet: - Object has a Material, - Face Textures in Options-Panel is ON That would be a great help. Cheers, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ 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] blender bumpmapping
hi list, first, a short disclaimer: while only being 'Pinky' in this grand scheme of bump domination, really 'The Brain' is M. S. Mikkelsen (sparky), doing all the math! I just happen to know blender, tiny parts of its code and how to compile it =) so we started to work on an improvement of the bumpmapping code aka 'newbump' and it turned out it has quite a bunch of flaws. 'oldbump' did a better job in some places, but wasn't all too physically correct. best you check this comparison of blender bumpmap variants: - http://kishalmi.servus.at/3D/bumpcode/ to avoid confusion, we named our code 'sparkybump', but it's probably going to replace 'newbump' in the long run. note1: oldbump looks much softer with a factor of -5.0 - too soft, if you ask me. I mean -5.0 !?... should result in one hell of a bump, given the image used - but sparkybump produces similar results with factors around -0.2 except its fade out is linear, rather than quadratic. note2: the row at the very bottom is using 5 taps for calculations, giving slightly better results at the cost of speed. it's disabled in the patch, but left for reference + testing. for further insight into this - read sparkys paper. you'll be glad to hear, that this also fixes some normal-related bugs: [#24591] Artefacts/strange normal mapping when anti-aliasing is on [#24735] Error at the Normal function. [#24962] Normals are not calculated correctly if anti-aliasing is off [#25103] Weird artefacts in Normal it still needs more testing, finetuning and cleaning up, but it basically works and for those of you that want to give it a spin, here's a WiP patch: - http://www.pasteall.org/17942/diff that's it. now let the feedback roll in! =) cheers, mario ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Connexion ndof support in blender 2.5
GSoC log of Mike Erwin (Matts student) - http://www.invisible-cow.com/blender/soc/index.html soc-2010-merwin branch - https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-merwin/ cheers, mario On Sun, Jan 2, 2011 at 8:41 PM, Rafael Ortis rsor...@gmail.com wrote: I have read about it in some forum but I didn't find it on Blender GSoC pages. Where can i find Matts work? 2011/1/1 Tom M letter...@gmail.com: Didn't matts student work on 3dconnexxion as part of GSoC? Not sure what stage that part of his project achieved but it might be worth looking at. LetterRip On Sat, Jan 1, 2011 at 8:26 AM, Rafael Ortis rsor...@gmail.com wrote: Yes this is interesting! I have installed this drivers but in my initial tests the rotations/translations was a little bit uncontrollable. But I will test with this driver them again. att Rafael Ortis 2011/1/1 Stephen Swaney sswa...@centurytel.net: Also worth noting is the open source SpaceNav project. They have a drop-in replacement for the 3dconnexion driver that also supports a non-proprietary protocol. Looks interesting. http://spacenav.sourceforge.net/ -- Stephen Swaney sswa...@centurytel.net ___ 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