[Bf-committers] quick news

2011-06-27 Thread raulf
Hi

I'm running to Havana now, I will give a one week course Introducing
Blender Development in the University of Informatic Sciences, I hope it
will attract more cuban newcommers :)

Cheers
Raul


- Participe en Universidad 2012, del 13 al 17 de febrero de 2012. Habana. Cuba. 
http://www.congresouniversidad.cu

- Consulte la Enciclopedia Colaborativa Cubana. http://www.ecured.cu
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Re: [Bf-committers] Unlimited clay patch review

2011-05-25 Thread raulf
yes, they where not cleaned experiments or things to be further develop
later, anyway, a slim version would be best.

Cheers
Raul

 On Mon, May 23, 2011 at 12:13 PM,  ra...@info.upr.edu.cu wrote:
 Thanks for the quick repply.

 I thougth someone has being able to compile it and post a build online
 ...
 didn't knew community don't have a build to test with.

 There is  test build, but I'm not sure if it is built correct, it
 gives really odd looking results.

 I will try to port the code to a recent build without BMesh, still the
 old
 EditMesh but just to make it more friendly.

 Sounds good.

 I just went through the entire patch, and it seems like almost half of
 the code in the patch isn't actually used in the patch :)

 Is there a reason so much stuff is commented out or not used anywhere?

 Is it incomplete experiments or something else?

 ie bere are all functions that are in the patch but are never used


 # modifiers_isUClayEnabled -
 # CDDM_from_editmesh_select -
 # em_can_pbvh_draw -
 # tensate -
 # revised_ideal_length_relaxation -
 # HC_relaxtion -
 # select_edges_uclay -
 # convert_to_triface_all -
 # set_border_flag - optional function for all relaxtion functions
 # smooth_vertex_editmesh -

 # edDM_use_uclay_pbvh -

 # BLI_pbvh_update_editmesh -
 # make_editMeshDM -
 # make_editmesh_arrays -
 # load_editMesh_external -
 # addedgeface_mesh_uclay -

 # FastRayTri -
 # circle_face_intersection -
 # circle_eval -
 # circle_segment_test -

 # GPU_update_editmesh_buffers -
 # GPU_build_editmesh_buffers -

 LetterRip


 Cheers
 Raul


 Hi raul,

 people are interested in it, but without it compiling against head,
 people have difficulty playing with it (even compiling it against the
 older version of blender that it uses is a bit of a pain - i think
 only me and jms got it built).  Most users need features and fixes
 from the most recent version of blender so unless they can apply it
 against head, they won't be able to give much feedback.

 LetterRip


 due to the low feedback I'm getting from unlimitedClay for Blender ..
 are
 people still interested on it? I'm still here :(
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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread raulf
Hi there :)

Yes, the patch is more like spagetty code and for internal development, I
use all of those hacks in order to get a working system first, and only
then start reworking/redisigning into a readable form. UnlimitedClay is
about mixing two very separated functionality in Blender source code:
sculpting and mesh editing, and as a result I have to move around parts of
the code to make them visible to other parts, that's why I have broken the
encapsulation principle but I always think of that as a temporal solution,
not something worth to be taken into account.
I know everyone is busy, so do I releasing the first public beta or
LiveClay for 3DCoat, UnlimitedClay now has two betas ... well, they're
more like alphas ;)
 I don't expect too much aid in porting it to new sources rigth now, so I
think I will have to make the migration from EditMesh to BMesh on my own,
also I don't like the modifier approach but only time will tell whether
is better or not to have it as an integral feature of the sculpting
module or as a modifier.

due to the low feedback I'm getting from unlimitedClay for Blender .. are
people still interested on it? I'm still here :(
   Hi, Blender Community!

 I've reviewed unlimited clay patch yesterday. I haven't been able to
 apply patch/compile correctly, so i can't give feedback about how things
 are working, but i could give some feedback about patch itself.

 - First of all it's created against a bit outdated version of trunk --
 some files were moved, some functions renamed and so. It lead to plenty
 of rejected hunks in patchs.
 - Patch contains plenty of non-functional changes: whitespace changes,
 somewhere styling changes, somewhere changed logic -- code in
 non-unlimitedclay related code was replaced with different code whick
 makes the same things (like normals in getEditMeshDerivedMesh). This
 makes patch much more difficult to be applied against newer trunk and
 readability of this patch also lower -- can't split what is actually
 changes and what's not.
 - That including of ED_mesh.h in DerivedMesh.c and pbvh.c. It's not
 only ugly usage of absolute path. but it's also a breaking of
 archeticure -- blenkernel/ and blenlib/ shouldn't use editors/. I
 suppose editmesh is needed for easier changing mesh topology, but i also
 suppose it could be made without such hacks. For example add some
 utility functions to blenkernel/intern/mesh which would provide list of
 verts/edges/faces (similar lists as in editmesh). I think it's the most
 worth thing for which EditMesh is used atm.
 - I also not sure why it's needed to move structures (like
 EditMeshDerivedMesh, StrokeCache, PBVH, PBVHNode and so) from .c-fiels
 into headers. This structures aren't supposed to be reused outside of
 their module and they should be a blackbox for other modules.
 - Styling should be checked. I'd prefer to keep only one style inside
 one module. Check comments, brackets, spaces and so.
 - Also it looks like there's some unused code adding by patch but which
 isn't used.
 - I'm not fully like all that new fields inside EditVert. Maybe they
 could be moved inside tmp union or EditVert-data could be reused? Or as
 i mentioned, EditMesh could be replaced by something more light and
 common... Or maybe it'll be special structure for unlimited clay
 purposes and functions like {make,load}_clayMesh?
 - I'm not sure why stuff like BLI_pbvh_iter_end should be changed?

 That's all feedback i could give atm.

 We discussed a bit ways to split out unneeded changes with Tom, but not
 sure that ways would be useful. I'd prefer if manual reading of patch
 would be done -- in this case all outdated stuff would be found.

 I hope it'll help to make patch better and acceptable to be commited.

 --
 With best regards, Sergey I. Sharybin

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[Bf-committers] UnlimitedClay patch link

2011-04-27 Thread raulf
Hi all :)

Finally I could upload it to PasteAll.org!

http://www.pasteall.org/21170/diff

I have sent another email to this list explaining more things with the
full patch but is awaiting moderatio because is big ... sorry, I fear I
cannot upload to pasteall :(

Cheers
Farsthary


- Participe en Universidad 2012, del 13 al 17 de febrero de 2012. Habana. Cuba. 
http://www.congresouniversidad.cu

- Consulte la Enciclopedia Colaborativa Cubana. http://www.ecured.cu
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[Bf-committers] Unlimited Clay update

2011-04-01 Thread raulf
Hi all

Yesterday, in a code sprint the whole nigth I have implemented new
optimizations to the dynamic subdivision, specifically in the face
classification part (to determine if a face will be smoothed and
subdivided).

That code proves to be higly optimized as a I quickly discard faces to
avoid expensive triangle-in-brush-sphere tests but sadly the PBVH issues
is holding down performance to no end :(

I have discovered also a memory issue that is eating a lot of RAM as I
sculpt, due to no correctly freeing PBVH rebuilds, I have pointed many
times that also a big performance eater is the global nature of all
EditMesh operations: for split faces the function iterates over te whole
verts, edges and faces lists, for any editmesh operation those lists are
traversed, I hope that will be tackle in future Blender development and I
hope BMesh will allow local editmesh operations.

Soon I will clean up the whole UnlimitedClay patch, to migrate the code to
a recent build and spot loose bugs, in order to avoid unecessary delays
for the community I will probably release then a developer/test patch to
allow devs collaboration.

Every performance improvement count and I'm sure with more hands the
community will be playing soon with UnlimitedClay.

Cheers
Raul

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Re: [Bf-committers] Unlimited Clay update

2011-04-01 Thread raulf
Hi LetterRip :)


 I have discovered also a memory issue that is eating a lot of RAM as I
 sculpt, due to no correctly freeing PBVH rebuilds, I have pointed many
 times that also a big performance eater is the global nature of all
 EditMesh operations: for split faces the function iterates over te whole
 verts, edges and faces lists, for any editmesh operation those lists are
 traversed, I hope that will be tackle in future Blender development and
 I
 hope BMesh will allow local editmesh operations.

 I believe that BMesh does, hopefully joe can give some insight.

 Is the not freeing pbvh rebuilds a issue just for unlimited clay or is
 it an issue for other PBVH users also?

It only concerns UnlimitedClay, since all other sculpt pippline is pretty
much static and topology does not change, therefore there's no need to
constantly rebuild/update the PBVH.
 For example, in 3DCoat, the performce of the LiveClay brush is the same
as any other static brush if no faster, in Blender those issues drag a
lot the speed with even 12k polygons :(!
 The whole unlimitedClay system is fine, and as my last video shows it
subdivide beatifully and creates very nice adaptive subdivisions shapes
so dealing with the global nature of the editmesh and a fast PBVH update
method is crucial for the performance :)
 Luckily in Blender we have the manpower to do that.

Cheers
Raul


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Re: [Bf-committers] Introduction

2011-03-19 Thread raulf
Hello Benjy

You're wellcome, being a Blender developer is a joy and a pleasure that
will fill you, you will see ;)

Cheers
Farsthary


 Hello,
 My name is Benjy Cook, I'm a long time Blender user and avid programmer. I
 am currently a student at Tel Aviv University, majoring in Computer
 Science and Film.I recently subscribed to this list to get a closer look
 at the behind-the-scenes of Blender programming and how that effort
 operates.I hope to take an active role and help develop this awesome piece
 of software.I am fluent in Python, and coded many different scripts in
 Blender, mostly via the Game-engine. I am also familiar with C.Just wanted
 to take this opportunity to say hello and introduce myself to the list.
 Cheers, Benjy.
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Re: [Bf-committers] Roadmap for 2.5x - 2.6x - beyond

2011-03-14 Thread raulf
 We've been in some kind of freeze long enough now. Let's have fun
 for a while, and then try to fix it all up again :)

 -Ton-

Those words are music for my ears :)
Congratulations!!!

Cheers



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Re: [Bf-committers] Code Review

2011-03-11 Thread raulf
Ops! I can't access to any google hosted project/site...

Forbidden

Your client does not have permission to get URL / from this server.
You are accessing this page from a forbidden country.

So can I stick to my old way of send my patches? many times I don't have
the possibility to choose :(

Cheers
Raul

---
 Hi all,

 I'd like to do an experiment, using a code review tool for blender
 development, to review changes before they go into trunk. My hope is
 to improve the quality of commits, with more eyes looking at the code
 we can prevent bugs, and I find having your code reviewed also
 generally keeps you on your toes.


 My intention is not to require the use of this tool, or have it used
 for every little bugfix, it's just an experiment at this point. Some
 guidelines:

 * Only submit code for review if you are a developer with commit
 rights, or if you found a developer to get your code committed. If the
 experiment is a success, we can open it up more, but for now I'd like
 to keep it focused on things that we know are likely to go in.
 * Anyone can participate in the code review however.
 * This is not a place to do big interface design discussions or
 feature requests, stay focused on what is being worked on.
 * If you reviewed the entire patch, and think the code is good to go
 in, reply LGTM (looks good to me).


 To follow code reviews, subscribe to the new bf-codereview mailing
 list. All messages will be logged there, but comments should be added
 in the code review tool.

 http://lists.blender.org/mailman/listinfo/bf-codereview

 To create a code review, create an issue at http://codereview.appspot.com:
 * Fill in subject and description.
 * Base URL should be Blender Trunk (the first one!), Base left empty.
 * Add bf-coderev...@blender.org to Reviewers.
 * Attach a diff against current trunk.

 To comment on a code review, don't reply on the list, but do it in the
 code review tool. You can click on specific lines of code and add
 comments inline.


 Thanks,
 Brecht.
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Re: [Bf-committers] Particle surfacing question

2011-03-10 Thread raulf
Thanks Damien and Serguey !

I will review them and will see how did they fit or what optimizations can
be made ;)

Cheers
Farsthary

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[Bf-committers] Particle surfacing question

2011-03-08 Thread raulf
Hi all :)

I have once again teamed with Stephen to finish the implementation of the
particle polygonizer,we have fused his modifier approach with my slighly
faster polygonizer ... but since I have lost my Realflow demo version I
can't have speed reference comparison.

We don't use (and I would prefer to avoid) hybrid box boundary
polygonizers, I stick to the domain free polygonizer (that certainly have
performance penalties at the cost of flexibility) but I would like to know
what are the performance expectations.

Currently is no threaded, and though some memory allocations can be
improved I don't foresee any major speed gain with the current desing and
I consider it slow ... it seems to decrease in some factor around O(n2)
because for 1000 particles it slows down a lot ... I would need to
research around a bit more and some help would be very wellcome, please
point me domain free polygonizers out there and their speed.

Cheers
Farsthary


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Re: [Bf-committers] Fluid particles refactoring

2011-02-19 Thread raulf
Hi :)

 Sounds great! I am just at particles chapter for my book an was not sure
 to include fluid particles at all, it is (was?) quite hard to get nice
 simulations, they tend to explode to often with no (for me) obvious
 reason.
 That explode thing is long in the past, Jahka has improved a lo the
stability so now is pretty easy to get nice simulations



 However, I have not so much real use for them until we have a mesh
 tesselation for them. Suggestions welcome.

Is on the way ;)


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Re: [Bf-committers] Inverse Shrinkwrap? (only keep above surface)

2011-02-18 Thread raulf
Hi

May be my recent released relaxation patch can help
http://www.box.net/shared/ddhtfnsq75



 HI guys!

 As I see it, shrinkwrap is lacking of two things that would make it even
 better.

 1_ A Neighboring vertexes smoothing factor. This would be done by applying
 a kind of falloff to the affected surface like in these examples:

  http://chrisevans3d.com/tutorials/maya_muscle.htm

 2_ An algorithm that determines that if a vertex movement goes out of a
 certain distance range, those vertexes should be smooth out or its
 movement averaged with the movement of the neighboring vertexes. This
 feature could avoid vertex artifacts with an articulated object, specially
 in projection mode.

 Maybe this is too much to ask from Campbell's weekend quick fix, but you
 never know when Jaguarandi is reading :p


 Date: Fri, 18 Feb 2011 14:26:55 +0100
 From: tobias.oelga...@googlemail.com
 To: bf-committers@blender.org
 Subject: Re: [Bf-committers] Inverse Shrinkwrap? (only keep above
 surface)

 Using a group of objects could be useful, but if it's not done for
 multiple objects, you still can just apply multiple shrinkwraps in keep
 above only mode to achieve more or less the same result. In many cases
 it would be just one collision object and fine. Of course groups of
 objects would move the vertices more correctly. But as you said: One
 step at a time. The first one alone would already be great.

 Am 18.02.2011 14:14, schrieb Campbell Barton:
  You're right that this is simple to add and agree it seems very
 useful,
  quick way to reducing intersections without physics errors.
  The main downside I can see, as the verts slide over large variance it
  could give visible popping in some cases, though this is no difference
  then shrink-wrap for other uses.
 
  Though it makes me think for this feature it would be even more useful
  in production is if the modifier could select a group of objects to
  'not pass through', rather then a single one.
 
  But one thing at a time, this seems reasonable and if theres no
  objections I can add this over the weekend since I made some changes
  to this area recently.
 
  On Fri, Feb 18, 2011 at 12:43 PM, Tobias Oelgarte
  tobias.oelga...@googlemail.com  wrote:
  Shrinkwrap is designed to force vertices onto the surface of another
  object. In Nearest Surfacepoint mode it moves vertices either to the
  surface or optionally let it also move outward until they are on the
  surface. So you can work with essential two options. But wouldn't it
  make more sense to include also the possibility that vertices can
 also
  only be moved up onto the surface and and not moved toward it?
 
  It would allow you to throw a ball against a window, making the
 vertices
  stop that would pass trough it. There are many possible usages i
 could
  think of: Bubbles in a glass. Shoes that not sink slightly into the
  ground. Body parts that collide with each other, and many more.
 
  Since the algorithm seams to handle this case already -- knowing if a
  vertex is inside or outside the target, for Keep above surface  --
 it
  should be just an additional option. Am i right?
 
  Cases (now):
  * Shrink to Surface
  * Shrink to Surface and move outward for keep above
 
  Cases (desired):
  * Shrink to Surface
  * Only keep above
  * Shrink to Surface and move outward for keep above
 
  Hope this is a little inspiration. It would make shrinkwrap much more
  awesome.
 
  Greetings from
  Tobias Oelgarte
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[Bf-committers] Relaxation patch (Farsthary)

2011-02-16 Thread raulf
Hi guys :)

As you may know, recently I have being working on several relaxation
algorithms that prove to be useful for mesh editing to extend funtionality
of the current somoothing algorithm implemented in Blender.
Well, I have made a patch with the two best relaxation algorithm I have
being working on, the Improved Laplacian relaxation, with no shape
shrinkage and the HC relaxation with low shape shrinkage.
The feature is fairly easy to use and it has toggable shape border
preservation.

Stay tunned to my site as it will be uploaded soon
(http://farsthary.wordpress.com)

Hope you like this
Farsthary

PS: imagine my connection speed that Pasteall does not loead for me O.o!

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[Bf-committers] Unlimited Clay status update and Valentine's

2011-02-14 Thread raulf
Hi all :)

Firts of all congratulations for Valentine's day.

This weekend I have made a few tweaks to UC and got a minor speed boost,
remaining still in my todo list to be released is:

-Implement the PBVH tree faces update (the current showstopper and the
most performance hungry step).
-Fix some issues regarding PBVH leaves border faces that seems to get
double sculpted.
-Implement correct undo/redo.

Once tackled those issues the patch will be ready for the wild ;)

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Re: [Bf-committers] Memory bug

2011-02-10 Thread raulf
Hi Bretch :)

 Thanks a lot! this certainly explain everything ;)
 I need to store several different values, I need a float[3] for
accumulating neighbours positions, an int to store neighbours amount and
more advanced relaxation algorithm may need to store aditional
information like face area, angles , springs and stuff like that so as a
solution I will create a new structure with those fields and use the
(void *)tmp.p to store and retrieve them all.

Cheers
Raul

 Hi,

 On Thu, Feb 10, 2011 at 5:40 PM,  ra...@info.upr.edu.cu wrote:
 float *vert= (float *)MEM_callocN(3*me-totverts*sizeof(float ),
 vertsmooth);
        eve= em-verts.first;
        int counter = 0;
        while(eve) {
                if(eve-f  SELECT) {
                        (eve-tmp).p = vert[counter];
                        (eve-tmp).fp = 0.f;

 Don't set fp to 0.f, since tmp is a union this also affects p. You can
 one of the two, but not both at the same time.

 Brecht.
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Re: [Bf-committers] Volume Rendering Updates

2011-01-27 Thread raulf
Hi Aurel

Regarding baking of radiance cache, have you considered a camara/view
independent baking?.
A way to implement this is raycasting from ligth sources and not the
camera, sice ligth is aditive, for baking with several ligth sources you
simply iterates over them.

Cheers
Farsthary

 Another problem I got, I have no good idea, how to add baking of radiance
 cache.

 So basically, the radiance cache, is aligned with the global bounding
 box of one object. For a relative static scene, including light
 sources and a static volume, this radiance cached can be cached or
 baked for several frames. For each frame, simple volume ray casting
 without shading each sample point can then be done, which is of course
 way faster.

 For a moving camera relative to the volume, this would currently only
 work with isotropic scattering, because I don't save the angular
 distribution of radiance. When doing multiple scattering, this would
 also be inherently isotropic. Doing this for the anisotropic case
 would be just way more advanced than this simple solution.

 For my purpose it was sufficient to just specify two cache files for
 the ms and ss radiance, compute and dump the cache in a binary format,
 when those files weren't in existence and load them, if they weren't.
 But I wonder, how to include this properly,.. should I come up with
 some cache file format, do this with baking, etc?

 Currently I also did just one completely normal render pass and dumped
 the radiance cache on the first frame,... but it may be more
 appropriate, when there is some baking option, that I don't do a full
 render, but just compute the radiance cache for selected objects.

 aurel

 On 24 January 2011 18:32,  ra...@info.upr.edu.cu wrote:
 Hi Aurel :)

 Improvements are allways wellcome, thanks!

 I have written a documentation back then, which is full of other
 details of the related project and a more general discussion on volume
 rendering. But in the volume rendering section, there should be a good
 explanation of my work:
 http://atommuell.mum.jku.at/~aurel/VolumeScatteringSimulation.pdf

 Again, it's really not an advanced multiple scattering technique,
 actually quite simple stuff. At the end of the document there are also
 some more formal tests, which proof the correctness of the single
 scattering implementation by comparing it to analytically solved
 scenes.

 I must say, is an excelnt paper, I enjoyed a lot reading it, congrats!
 the technique may seems simple but is correct so is a nice adition to
 our
 model... go for it :)

 Cheers
 Farsthary

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[Bf-committers] Vortex particle sim/set up

2011-01-26 Thread raulf
Hi guys!

well, in past days my email server was down so this message is kind of
late ;)

anyway, here it goes:

Recently an Intel developer has written a series of articles about
realtime vortex simulation for games. The demo
(http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/)
is spectacular and best of all runs in realtime. Sadly the algorithm is
not open source and I wanted something similar in Blender… so you know the
end, don’t you ;) ?

I end up taking a different approach with similar results and I’m very
pleased! my approach require more complex set up but more advanced user
control and best of all is completely Lagrangian, I mean completely
boundless , whether the Intel approach is a hybrid algorithm
lagrangian/eulerian (lattice-particle method).

I took advantage of the fact that the current Blender particle system is a
second order simulation system , where particles act as  source of force
field, and the current vortex particle field has the rotational vector
very limited and locked to the particle velocity direction …. well, I have
made a simple patch (http://www.pasteall.org/18508/diff) to allow more
user control and watch yourself!

http://farsthary.wordpress.com/2011/01/25/spin-my-particles/

Cheers
Farsthary

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Re: [Bf-committers] Vortex particle sim/set up

2011-01-26 Thread raulf
Hi

 It is OpenSource, the source can be find here:
 http://software.intel.com/file/31849 (Link from the 8th and last page of
 the
 article)
 However it is copyrighted and not under any specified lisence. You can
 still
 read it or contact the author if you want to copy some code.

 Xavier

Thanks Xavier! would be nice if the author agree on using its algorithms
for Blender, though is not very starigthfoward to integrate and definately
wouldn't be as fast (it relaies heavily on Intel TBB)
 The small patch I have implemented is a nice solution to some of the
desired VFX that can be done with that, currently I have UC and particle
surfacing in my priority Blender Todo but is something worth to
considerate in the future regarding a full implementation of the vortex
particle simulator ;)

Cheers
Farsthary


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[Bf-committers] Unlimited Clay status

2011-01-24 Thread raulf
Just a quick update to fade away fears ...
Unlimited Clay blender patch will DO be released under GPL, a fist version
has been released long a go and my current patch is just an update (a
radical but an update) There's no need for a rescue UC call, I'm not
leaving.

What's holding UC in Blender is the static nature of the sculpt mode, not
the UC itself, something that I will work on.

And I repeat: Pilgway/3DC team is a very cool and collaborative team,
they're not black suit guys seeing a threat in Blender, on the contrary,
Blender growing community is an oprtunity for us all.

stay tunned because more news will follow soon ;)


Cheers

PS: yes, is a new development toy ;)

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Re: [Bf-committers] Volume Rendering Updates

2011-01-24 Thread raulf
Hi Aurel :)

Improvements are allways wellcome, thanks!

 I have written a documentation back then, which is full of other
 details of the related project and a more general discussion on volume
 rendering. But in the volume rendering section, there should be a good
 explanation of my work:
 http://atommuell.mum.jku.at/~aurel/VolumeScatteringSimulation.pdf

 Again, it's really not an advanced multiple scattering technique,
 actually quite simple stuff. At the end of the document there are also
 some more formal tests, which proof the correctness of the single
 scattering implementation by comparing it to analytically solved
 scenes.

I must say, is an excelnt paper, I enjoyed a lot reading it, congrats!
the technique may seems simple but is correct so is a nice adition to our
model... go for it :)

Cheers
Farsthary

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[Bf-committers] replacing an EditFace vert question

2011-01-11 Thread raulf
Hi

if I need to replace an editface's editvert with some other editvert
should I need to directly replace in the structure and down edges
structure too? or is better to create a new face with the new vert and
delete the old one?
also what would be the correct functions to use and delete new editverts
and faces? (addvertlist, addedgelist and addfacelist?)

thanks in advance





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Re: [Bf-committers] A resources help for paper (Farsthary)

2011-01-07 Thread raulf
Thanks a lot! I will review them :) btw did you have seing the new test
video? hope you like it

Cheers
Raul

 Hi again,
   I asked Bruno Levy about your references. He told me:

 .Marc Alexa http://www.cg.tu-berlin.de/menue/publications/
 .Olga Sorkine http://cs.nyu.edu/~sorkine/publications.html
 .Igarashi http://www-ui.is.s.u-tokyo.ac.jp/~takeo/
 .Cindy Grimm http://www1.cse.wustl.edu/~cmg/research.php
 .Mesh Mixer http://www.meshmixer.com/

   Keep up with the good work !
 -- Vincent

 - Mail original -
 De: ra...@info.upr.edu.cu
 À: bf-blender developers bf-committers@blender.org
 Envoyé: Jeudi 6 Janvier 2011 14:17:10
 Objet: Re: [Bf-committers] A resources help for paper (Farsthary)

 Hi :)

 Hi Raul,
   I bet we are on the same deadline. I don't know many things about
 sculpting, but I believe you should probably mention automatic
 quadrangulation methods if you are subdividing using Catmull Clark,

  Oh yes :) ! I´m aiming at SIGGRAPH 2011 , perhaps is too high goal for me
 but I think I´m ready to take the chance :)

  The good thing about the algorithm I´m developing is that it is
 relatively independent from the subdivision scheme used, so the simpler,
 the faster to calculate and for several architectural decitions I´m
 enforcing triangles only. (you will understand why sculptris use
 triangles only too ;) ) so I end up using Loop subdivision scheme.


 since the straightforward approach to me would be to deal with triangle
 meshes and then quadrangulate the result. Last year the cutting edge was
 Mixed integer quadrangulations, Quadcover is older but still in use, and
 last year at siggraph there were two papers, one called something like
 Wave based quadrangulations and the other one called Lp Centroidal
 Voronoi Tesselations (also dealing with volumic meshing).

  Definately Centriodal Voronoi Tessellations are an appealing
 remeshing/relaxation algorithm and I have being tempted to put my hands
 on it, but I don´t know the status of the quad remeshing GSOC and I don´t
 want to overlap with that cool project, perhaps in the future, when
 Unlimited Clay is fleshed out I could extend its relaxation scheme to
 include it, it will be fun ;)

  About
 sculpting I remember some work about virtual clay modeling and
 swirling sweepers about volume preservation, but it's a bit old, and
 might be obsolete. Typing this on scholar provides some results maybe
 checkout this, the page mentions papers citing it which might be more in
 the mood: http://portal.acm.org/citation.cfm?id=364338.364395. It's too
 bad citeseer is currently down. If you are dealing with multiresolution
 meshes, this should also be part of the related work, I'm not aware of
 this field to provide up to date references, sorry.
   I hope this tiny bit will help you, good luck !
 regards,
 Vincent


  Thanks for your advices ... I wish you the best of luck too.

 Cheers
 Raul



 - Mail original -
 De: ra...@info.upr.edu.cu
 À: bf-blender developers bf-committers@blender.org
 Envoyé: Mercredi 5 Janvier 2011 22:40:48
 Objet: Re: [Bf-committers] A resources help for paper (Farsthary)

 Ops I forgot in my previous repply to mention that the paper I'm
 writting:
 'Dynamic subdivission sculpting' will make life easier for those who
 want
 to integrate that feature in any sculpting pipeline.
  I'm writting there the unlimited clay algorithm essence and theory, and
 contrary to what I thougth at the beginning of the project it has some
 quirks that are very hard to realize, so I hope to contribute a little
 with the developer community not only of Blender, sharing this
 knowledge.

 regards
 Raul

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Re: [Bf-committers] Unlimited Clay video online

2011-01-07 Thread raulf
Hi Nicholas!!

 Very impressive! Nice work Raul, looking forward to seeing the patch :)

 -Nicholas

those words coming from you are very important! thanks a lot!! yes, now
the algoritmic engine is ready, the remaining issues are dealing with
blender architecture and the PBVH  update structure, but with proper
efforts I think could be done!

Cheers
Raul



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Re: [Bf-committers] A resources help for paper (Farsthary)

2011-01-06 Thread raulf
Hi :)

 Hi Raul,
   I bet we are on the same deadline. I don't know many things about
 sculpting, but I believe you should probably mention automatic
 quadrangulation methods if you are subdividing using Catmull Clark,

 Oh yes :) ! I´m aiming at SIGGRAPH 2011 , perhaps is too high goal for me
but I think I´m ready to take the chance :)

 The good thing about the algorithm I´m developing is that it is
relatively independent from the subdivision scheme used, so the simpler,
the faster to calculate and for several architectural decitions I´m
enforcing triangles only. (you will understand why sculptris use
triangles only too ;) ) so I end up using Loop subdivision scheme.


 since the straightforward approach to me would be to deal with triangle
 meshes and then quadrangulate the result. Last year the cutting edge was
 Mixed integer quadrangulations, Quadcover is older but still in use, and
 last year at siggraph there were two papers, one called something like
 Wave based quadrangulations and the other one called Lp Centroidal
 Voronoi Tesselations (also dealing with volumic meshing).

 Definately Centriodal Voronoi Tessellations are an appealing
remeshing/relaxation algorithm and I have being tempted to put my hands
on it, but I don´t know the status of the quad remeshing GSOC and I don´t
want to overlap with that cool project, perhaps in the future, when
Unlimited Clay is fleshed out I could extend its relaxation scheme to
include it, it will be fun ;)

 About
 sculpting I remember some work about virtual clay modeling and
 swirling sweepers about volume preservation, but it's a bit old, and
 might be obsolete. Typing this on scholar provides some results maybe
 checkout this, the page mentions papers citing it which might be more in
 the mood: http://portal.acm.org/citation.cfm?id=364338.364395. It's too
 bad citeseer is currently down. If you are dealing with multiresolution
 meshes, this should also be part of the related work, I'm not aware of
 this field to provide up to date references, sorry.
   I hope this tiny bit will help you, good luck !
 regards,
 Vincent


 Thanks for your advices ... I wish you the best of luck too.

Cheers
Raul



 - Mail original -
 De: ra...@info.upr.edu.cu
 À: bf-blender developers bf-committers@blender.org
 Envoyé: Mercredi 5 Janvier 2011 22:40:48
 Objet: Re: [Bf-committers] A resources help for paper (Farsthary)

 Ops I forgot in my previous repply to mention that the paper I'm writting:
 'Dynamic subdivission sculpting' will make life easier for those who want
 to integrate that feature in any sculpting pipeline.
  I'm writting there the unlimited clay algorithm essence and theory, and
 contrary to what I thougth at the beginning of the project it has some
 quirks that are very hard to realize, so I hope to contribute a little
 with the developer community not only of Blender, sharing this knowledge.

 regards
 Raul

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Re: [Bf-committers] A resources help for paper (Farsthary)

2011-01-05 Thread raulf
Hi all :)

Thanks a lot! I want to thank one more time the incredible and fast help
from the community, I have gathered a lot of research papers and yes,
softwares can and should be cited (I will use APA standard)

 The unlimited clay dynamic subdivision video test will soon be online,
just wait a little more since Lapinou have some personal issues, he is
making an incredible effort maintaning my blog.

Cheers
Raul

 Hi all

  I´m finishing a paper regarding dynamic subdivission sculpting and for
 the Related Work section I need to find previous papers/research in the
 field.

  So far I have Sculptris (which is a software, not a paper and I don´t
 know how to cite it if applications could be cited) , recently VUE from
 version 8 and above included a similar dynamic subdivission sculpting
 tool for terrains (again I don´t know how to cite it) and I remember a
 link someone send me when I started this about a python script for
 Blender 2.41 that have a dynamic subdivission feature back in 2006 ...
 could someone please send me again that link to include it in my paper?

  Also I will preciate any help on related papers that I could review and
 cite in my research, I have only few days left to finish it and the
 deadline is absolute, so I´m in a hurry. if the paper don´t have enough
 references it will be certainly rejected.

 thanks in advance

 Farsthary

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Re: [Bf-committers] A resources help for paper (Farsthary)

2011-01-05 Thread raulf
Ops I forgot in my previous repply to mention that the paper I'm writting:
'Dynamic subdivission sculpting' will make life easier for those who want
to integrate that feature in any sculpting pipeline.
 I'm writting there the unlimited clay algorithm essence and theory, and
contrary to what I thougth at the beginning of the project it has some
quirks that are very hard to realize, so I hope to contribute a little
with the developer community not only of Blender, sharing this knowledge.

regards
Raul

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[Bf-committers] Unlimited Clay subdivision test video

2011-01-03 Thread raulf
Hi all :)

Soon will be uploaded a new video test showing my recent advances in the
Unlimited Clay project, this is my late christmas present for the
community but I think you all will be very pleased.
  I show there my previous approach, sculptris approach and my new
algorithm, notice how those long and thing stretched traingles are gone
forever showing a much better topology and also the long awaited feature
of add detail no matter the detail frecuency of the base mesh ... in
other words, no matter how big is a face, you could always sculpt now
inside of it :)

 Cheers
Farsthary

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[Bf-committers] smoothing-relaxation report

2010-12-27 Thread raulf
Hi all :)

 This end of the year /new year will be full of surprises and good news
... I hope that. ;)

  Regarding Unlimited clay I have very good news and also a new surprise
development in particles simulation field ... but sorry, you will have
to wait a bit more for that ;) I have a very low bandwith and in order
to upload a new video I have to do wonders to shrink and split it in
dozens of parts and send it by email to my friend Lapinou ... so new
videos are staking here :(

 Is now the turn of the test smoothing/relaxation algorithm I have being
developing last week:

Blender currently have implemented three smoothing/relaxation algorithms
(not counting the subdivission surfaces because it changes topology but
the output of that algorithm is also a smooth surface) the smooth vertex
editmesh tool, the relax addon and the UV Minimize stretch tool.

 I want to point out that there´s not the ideal relaxation algorithm valid
for every object, every relaxation scheme has advantages and
disadvantages over others and are more or less suited for the task.

 The smooth vert algorithm is an all around average solution, is called
laplacian relaxation in the field and while is a very stable method it
suffer from an exesive shrinkage effects of the shapes.
 The relax addon try to solve the shrinkage issue and is very good on
that, but is somehow slower since is based on shrinkwrap and laplacian
smoothing.

 the UV minimize stretch tool perform a different relaxation: is based on
smoothing angles, not edges, and while is very useful for many cases, is
not valid for others (see my test video).

 Currently I have implemented four algorithms more (eventually I will only
stay with two of them only)

 1) edge - spring relaxation: it acts push/pulling verts of the mesh based
on elastic forces , very good on retaining original shape much with no
shrinkage, is very similar to other cases but have some ill outputs.

 2) revised ideal length relaxation: is very similar to the spring
relaxation and acts in a similar fashion, without many of the ill cases
that affect the former.

 3) revised laplacian relaxation: this one, since is based on the original
laplacian, is an all around good average solution but with zero shrinkage
and much more faster/cheaper than the relaxation addon since don´t have
to perform shrinkwrap evaluations.

 4) HC - relaxation: taken from the paper Improved Laplacian Smoothing of
Noisy Surface Meshes this one again is based on the lalacian relaxation
with a shrinkage component but very small and needed in the
reconstruction cases, this algorithm is very good on smoothing and shape
retaining at the same time.

 all the previous algorithms has boundary/open mesh detection to avoid
shape deformation but again that is an optional user feature. In general,
every smoothing algorithm perform a tradeoff between smoothing and shape
retention: the more shape maintain the less smooth and vice versa, the
first three are aimed to shape retention, while the fourth is aimed in
the middle, to retain shape and to smooth at the same time.

 I have made a new video test, this time with a wider batery tests and all
the smoothing algoritms, since I haven´t implemented yet for UV I
replicate a mesh with a Suzanne´s UV to get an idea of how it may work.
please be a little patient since this may take me very long to upload.

All the best
Farsthary





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Re: [Bf-committers] number of commiters

2010-12-22 Thread raulf
Hi :)

I can´t speak for all wish-to-be-a-committer, just for myself as one of
them  :)  but I think the main motivation of being a developer is to get
your work recognised and widely used and the summun of that is to be
commited in official releases. If too restrictive commit rules make that
path too hard to go then Blender will not have the dev future granted,
because always there will be out there another less restrictive project
willing to make life easier for those that want to share their knowledge
with the world.

And by no means more people committing will automatically turn into
unmaintained/less quality code, I think is the opossit, though is true
that a review board will always be needed as soon as a project has more
than one person.

 I understand also that being a committer is a status that speak about the
quality/knowledge a person have gather in a project over time so is also
something that should not be as easily get as suscribing into a web site.

 For those reasons I think the current rules are fine, and the trend of
being more permisive from the past is also a good thing since it will
guarantee the circulation of developers in Blender, this is the most
important thing to make the project always young.

 Hi Michael,

 If people submit patches and we accept several (3 or more?), and they
 are motivated to hang around and provide more code, and the
 maintainers of modules are fine, then they can get svn access. When we
 moved to new projects site I even cleaned up the list, which is
 currently relatively limited even.

 http://projects.blender.org/projects/bf-blender/

 Now we're on that topic, I like to give access to Mario Kishalmi (lmg)
 now too, he submitted great small patches for bug fixes and small
 usability improvements. After approving several it's time to have him
 do commits himself. He'll be working with me, and I'll keep an eye on
 what he does. :)

 -Ton-

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

 On 22 Dec, 2010, at 7:36, Michael Fox wrote:

 Recently i have noticed a rathur alarming trend in that its getting
 extreamly easy to become a commitor, especially in bf-extensions. I
 was
 once a position you had to earn and work hard for, now you show up
 with
 a patch or 2, and you become a commiter.

 The result of this is causing me concern as i think the standard of
 code
 is going fall quite drastically and blender is splintered enough as it
 is, failing to follow the paradigms and rules that were developed.


 is anyone else noticing this or am i just being paranoid again



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Re: [Bf-committers] number of commiters

2010-12-22 Thread raulf
Hi Jeroen :)

Good points and I don´t see how my points are against yours, both are two
sides of the same coin :)

 Hi,

 A wise men told me, with great power comes great responsibility. I find
 myself to be a very experienced developer, but still I like that my
 patches are reviewed by other people. With the feedback I get, I can get
 my blender-patches of better quality then before.


 Oh yes, and I don´t think a committer should make overhauls/big changes
without get review/aproval of others, feedback is the only way to stay on
track and being a committer dosn´t mean being a god and act on free will.


 A developer can get recognition in multiple ways, and in my opinion
 recognition and being a committer are two separate things. But I
 understand that for some people becoming a committer is a goal.

 Oh, said in that way , makes me feel that having that goal is some
selfish/bad desire, while I think that is the maximun aspiration of a
people from the ground/unknown side of the world could get, because
taking that responsability means that you get professional enough and you
are much more compelled to work hard and improve yourself than relying in
other´s advices.


 Blender itself is a very interesting project, I don't see blender
 developers leave because they can become committers easier somewhere
 else. Also the number of committers also does not effect the quality of
 the code-base. Mostly quality is determined by communication and
 experience.

 Jeroen.


 The numbers matters ... more heads think better than one, and while is
true that some research has shown that group decisions are less effective
than the decision of the best of the group and better than the decision
of the average person of the group, the importance of new ideas/people
can´t be diminished in open source projects, if more people reach the
status of committers (eraned the rigth way , I´m not saying the easy way)
then it will mean maturity of the project, profesionalism of the dev base
and necessarily more quality codebase over time.

I agree with you, no issues on that. :)

early Merry Christmas

Raul


 On 12/22/2010 04:00 PM, ra...@info.upr.edu.cu wrote:
 Hi :)

 I can´t speak for all wish-to-be-a-committer, just for myself as one of
 them  :)  but I think the main motivation of being a developer is to get
 your work recognised and widely used and the summun of that is to be
 commited in official releases. If too restrictive commit rules make that
 path too hard to go then Blender will not have the dev future granted,
 because always there will be out there another less restrictive project
 willing to make life easier for those that want to share their knowledge
 with the world.

 And by no means more people committing will automatically turn into
 unmaintained/less quality code, I think is the opossit, though is true
 that a review board will always be needed as soon as a project has more
 than one person.

   I understand also that being a committer is a status that speak about
 the
 quality/knowledge a person have gather in a project over time so is also
 something that should not be as easily get as suscribing into a web
 site.

   For those reasons I think the current rules are fine, and the trend of
 being more permisive from the past is also a good thing since it will
 guarantee the circulation of developers in Blender, this is the most
 important thing to make the project always young.

 Hi Michael,

 If people submit patches and we accept several (3 or more?), and they
 are motivated to hang around and provide more code, and the
 maintainers of modules are fine, then they can get svn access. When we
 moved to new projects site I even cleaned up the list, which is
 currently relatively limited even.

 http://projects.blender.org/projects/bf-blender/

 Now we're on that topic, I like to give access to Mario Kishalmi (lmg)
 now too, he submitted great small patches for bug fixes and small
 usability improvements. After approving several it's time to have him
 do commits himself. He'll be working with me, and I'll keep an eye on
 what he does. :)

 -Ton-

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

 On 22 Dec, 2010, at 7:36, Michael Fox wrote:

 Recently i have noticed a rathur alarming trend in that its getting
 extreamly easy to become a commitor, especially in bf-extensions. I
 was
 once a position you had to earn and work hard for, now you show up
 with
 a patch or 2, and you become a commiter.

 The result of this is causing me concern as i think the standard of
 code
 is going fall quite drastically and blender is splintered enough as it
 is, failing to follow the paradigms and rules that were developed.


 is anyone else noticing this or am i just being paranoid again



 ___
 Bf-committers mailing 

Re: [Bf-committers] New smoothing algorithm update

2010-12-20 Thread raulf
 Nice video, looks useful :)

 Regarding your question, I assume you mean smoothing of UVs in the
 UV/Image editor? If so, then I think you would need to implement that
 operator separately.

 -Nick


Hi Nicholas :)

 Thanks a lot! yes, is quite handy, I´m currently researching smoothing
relaxation algorithm , since there many out there, I even implement
another one that gives similar results, just need to decide wich of both
perform better :)

  Thanks also for the UV tip :)  and regarding unlimited clay I have a
good news, now I´m able to subdivide any face under the brush radius
where previously I did only if a vert where inside the radius, that
means that now you could zoo in inside a face and sculpt there no matter
how small it is Yay!

  but I´m still getting some issues with the relaxation + unlimited clay
as the stroke moves over the mesh ... I mean, the tool perform very well
once the mesh is created but as I stroke it still have some stretched
edges (though much better than before) and I´m still not satisfy ...
sculptris do have a very cool relaxation and I´m trying to replicate or
improve that.

 Cheers  Raul

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Re: [Bf-committers] New smoothing algorithm update

2010-12-17 Thread raulf
Hi guys :)

 The second smoothing algorithm video test is now online ... just a
question, if I add it as an editmesh tool it will be automatically
aviable for the UV module or has to be added elsewhere too?


http://farsthary.wordpress.com/2010/12/17/spring-relaxation-second-test/


cheers
Farstary

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[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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[Bf-committers] New spring based mesh relaxation for Unlimited Clay

2010-12-09 Thread raulf
Hi guys :)

 last week I announced that I was implementing a particle spring based
mesh relaxation algorithm for unlimited clay ... well, thanks to Lapinou
that post my test video you could now check it.

 The main advantage of this method is that it converges to the rigth
solution from any initial topology equivalent configuration, so different
starting geometry could output the same solution.


 Cheers
Raul

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[Bf-committers] Compiling issue

2010-12-03 Thread raulf
Hi

 Once updated my SVN windows libraries and Blender code base I fail to
compile it under Windows 7 64 bits and python 2.6 + scons + MinGW ... I
get this error:

Compiling == 'buildinfo.c'
Linking program == 'blender.exe'
C:\MinGW\bin\..\lib\gcc\mingw32\3.4.5\..\..\..\..\mingw32\bin\ld.exe: BFD
2.17.5
0 20060824 internal error, aborting at ../../src/bfd/coffcode.h line 841
in handle_COMDAT

C:\MinGW\bin\..\lib\gcc\mingw32\3.4.5\..\..\..\..\mingw32\bin\ld.exe:
Please report this bug.

collect2: ld returned 1 exit status
scons: *** [C:\Blender_Build\build\win32-mingw\bin\blender.exe] Error 1
scons: building terminated because of errors.

any solution?   thanks in advance
Farsthary


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[Bf-committers] Unlimited Clay Update: New mesh relaxation

2010-11-30 Thread raulf
Hi all :)

  Many people think that jumping from one field to another in 3D
development is not good , but well, many good ideas born from mixing
different things into a new one, and my recent perticle developments
provide me the tools to implement a mesh relaxation algorithm based on
the principles of particle spring forces :)

  This new mesh relaxation implemenetation for Blender will be incredible
handy not just for the unlimited clay tool but for every modeling
toolbox :)

  I have tried to use the smoothing tool of Editmode but is not very
suited for unlimited clay, Sculptis perform a smoothing relaxation
algorithm on brush strokes and that is the reason of their clean meshes,
so I have tried to accomplish the same.

 I will upload soon a video demo showing the relaxation in action, it
could  clean very messy start geometry, I mean, if you start with lots
of stretched polygons it will make them as even as possible.
 It is still not finished and I have to decide yet to make a patch to
implement it as an editmode tool too

 ... but the fun continues :)

   Cheers  Farsthary



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[Bf-committers] Per tile subdivission wil get into trunk?

2010-11-26 Thread raulf
Hi all
  Probably I have missed something but one of the coolest feature of the
Sintel dev side was the per tile subdivission feature:

- In which state is?
- It is planned to go to Trunk?


   thanks in advance
Farsthary



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[Bf-committers] Planet texture patch

2010-11-25 Thread raulf
Hi all :)

  well, I was expecting the GPU gems procedural parts before releasing the
patch in order to add others if needed but it didn't arrived.

 some use advice:

  at small scales (i.e the default textures values) it is a curl like
texture but at larger scales (size 1.0) and with 6 octaves in hard/soft
mode then it show the true planet procedural texture goodness :)


  Anyway, here's the patch, is very easy and don't disrup any existent
Blender code so is pretty safe:

http://www.pasteall.org/17124/diff

//-

Index: release/scripts/ui/properties_texture.py
===
--- release/scripts/ui/properties_texture.py(revision 32153)
+++ release/scripts/ui/properties_texture.py(working copy)
@@ -444,8 +444,33 @@

 col = split.column()
 col.prop(tex, nabla, text=Nabla)
+
+class TEXTURE_PT_planet(TextureTypePanel, bpy.types.Panel):
+bl_label = Planet
+tex_type = 'PLANET'
+COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}

+def draw(self, context):
+layout = self.layout

+tex = context.texture
+
+layout.prop(tex, planet_type, expand=True)
+layout.label(text=Noise:)
+layout.prop(tex, noise_type, text=Type, expand=True)
+layout.prop(tex, noise_basis, text=Basis)
+
+split = layout.split()
+
+col = split.column()
+col.prop(tex, noise_scale, text=Size)
+col.prop(tex, noise_depth, text=Depth)
+
+col = split.column()
+col.prop(tex, nabla, text=Nabla)
+
+
+
 class TEXTURE_PT_wood(TextureTypePanel, bpy.types.Panel):
 bl_label = Wood
 tex_type = 'WOOD'
Index: source/blender/blenkernel/intern/node.c
===
--- source/blender/blenkernel/intern/node.c (revision 32153)
+++ source/blender/blenkernel/intern/node.c (working copy)
@@ -3185,6 +3185,7 @@
nodeRegisterType(ntypelist, tex_node_proc_noise);
nodeRegisterType(ntypelist, tex_node_proc_stucci);
nodeRegisterType(ntypelist, tex_node_proc_distnoise);
+   nodeRegisterType(ntypelist, tex_node_proc_planet);
 }

 static void remove_dynamic_typeinfos(ListBase *list)
Index: source/blender/editors/space_node/drawnode.c
===
--- source/blender/editors/space_node/drawnode.c(revision 32153)
+++ source/blender/editors/space_node/drawnode.c(working copy)
@@ -1202,6 +1202,15 @@
uiItemR(row, tex_ptr, noise_type, UI_ITEM_R_EXPAND, 
NULL, 0);
uiItemR(col, tex_ptr, noise_depth, UI_ITEM_R_EXPAND, 
Depth, 0);
break;
+
+   case TEX_PLANET:
+   uiItemR(col, tex_ptr, noise_basis, 0, , 0);
+   row= uiLayoutRow(col, 0);
+   uiItemR(row, tex_ptr, stype, UI_ITEM_R_EXPAND, NULL, 
0);
+   row= uiLayoutRow(col, 0);
+   uiItemR(row, tex_ptr, noise_type, UI_ITEM_R_EXPAND, 
NULL, 0);
+   uiItemR(col, tex_ptr, noise_depth, UI_ITEM_R_EXPAND, 
Depth, 0);
+   break;

case TEX_DISTNOISE:
uiItemR(col, tex_ptr, noise_basis, 0, , 0);
Index: source/blender/makesdna/DNA_texture_types.h
===
--- source/blender/makesdna/DNA_texture_types.h (revision 32153)
+++ source/blender/makesdna/DNA_texture_types.h (working copy)
@@ -294,6 +294,7 @@
 #define TEX_DISTNOISE  13
 #define TEX_POINTDENSITY   14
 #define TEX_VOXELDATA  15
+#define TEX_PLANET 16

 /* musgrave stype */
 #define TEX_MFRACTAL   0
Index: source/blender/makesrna/intern/rna_texture.c
===
--- source/blender/makesrna/intern/rna_texture.c(revision 32153)
+++ source/blender/makesrna/intern/rna_texture.c(working copy)
@@ -66,6 +66,7 @@
{TEX_VORONOI, VORONOI, ICON_TEXTURE, Voronoi, },
{TEX_VOXELDATA, VOXEL_DATA, ICON_TEXTURE, Voxel Data, },
{TEX_WOOD, WOOD, ICON_TEXTURE, Wood, },
+   {TEX_PLANET, PLANET, ICON_TEXTURE, Planet, },
{0, NULL, 0, NULL, NULL}};

 #ifdef RNA_RUNTIME
@@ -119,6 +120,8 @@
return RNA_VoxelDataTexture;
case TEX_WOOD:
return RNA_WoodTexture;
+   case TEX_PLANET:
+   return RNA_PlanetTexture;
default:
return RNA_Texture;
}
@@ -706,6 +709,60 @@
RNA_def_property_update(prop, 0, rna_Texture_update);
 }

+static void rna_def_texture_planet(BlenderRNA *brna)
+{
+   StructRNA *srna;
+   PropertyRNA *prop;
+
+   static EnumPropertyItem prop_planet_stype[] = {
+   {TEX_DEFAULT, GREYSCALE, 0, Greyscale, },
+   

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

2010-11-23 Thread raulf
Hi :)

For some reason I always get this message from NVIDIA pages, seems like a
DNS issue, in case is similar then is a happy coincidence and I will be
very gald for that because then it will show that my shots where accurate
:P

  Cheers  Farsthary


El URL solicitado no se ha podido conseguir

Mientras se intentaba traer el URL:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html

Ha ocurrido el siguiente problema:

Incapaz de determinar la dirección IP a partir del nombre de la máquina:
http.developer.nvidia.com
El programa dnsserver ha devuelto el siguiente mensaje:

Server Failure: The name server was unable to process this query.
Esto significa que:

 El caché no ha sido capaz de resolver el nombre de máquina
 presente en la URL.
 Compruebe que la dirección sea correcta.




 Looks like someone has read that procedural terrain generation paper
 from NVIDIA :)

 http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html

 Well, that's a guess anyway, haven't looked at the actual code.
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Re: [Bf-committers] New procedural texture: Planet

2010-11-23 Thread raulf
could you send me in a .rar that page at ra...@info.upr.edu.cu?

thanks in advance :)

 Farsthary

 Looking at your shots I can see only a subset of the
 techniques/generator functions present in the paper. It is really
 trivial to add the presented variants to the procedural generator so I
 really hope you get a chance to see it. It will add greatly to your
 pictures :)
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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 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 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] Status of C++

2010-11-19 Thread raulf
I could not give you a precise answer but many Blender modules are
completely written in C++, elbeem fluid simulator is one of them and
besides C and C++ have bridges that makes hybrid code possible.

I do agree with you that some tasks are easier to do in a completely
Object Oriented environment rather than a structured paradigm, readability
will be increased a lot among other benefits, perhaps in the future
Blender could be rewritten under a C++ base only but I don't see that
happen anytime soon, and C is not so bad after all ;)

   Cheers   Farsthary

 I've looked in a lot of places and Googled, but haven't found any
 answer: What is the status of C++ in Blender? Should I just take a hint
 from the fact that it is almost all written in C, or is that an artifact
 of it being 15 years old?

 I know that it isn't the easiest language out there, but std::vector is
 kinda nice, and basic single inheritance, too. I have no problem with C,
 but that syntactic sugar of C++ is sweet in small doses.

 /LS
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Re: [Bf-committers] Farsthary's branch update help

2010-11-03 Thread raulf
Hi all :)

 thanks for the answers
 I'm using TortoiseSVN so no command line I think, If I use the Merge
command it won't mess things with the trunk? I thougth merging affect the
trunk...

 Hi All,

What I was saying is that I need to clean up my branch on Blender SVN
repository and start clean there, I could sync once in a while here
because changes are sub 1mb.
If any admin could help me with that i will be very thankfull for that,
once updated and cleaned the code I could commit my latest changes.



 so looks like if

 merge all changes from the trunck to the branch then resolve all conflicts
 with

 svn resolve path --accept theirs-full

 Or, it is possible to   tell the merge to do that:

 svn merge -rX:HEAD
 https://svn.blender.org/svnroot/bf-blender/trunk/blender
 https://svn.blender.org/svnroot/bf-blender/branches/branch-farsthary
 --ignore-ancestry  --accept theirs-full

 then after such a merge, there will be  a working copy which looks
 like the one the trunk. then  all admin have to do is commit that
 trunk working copy.


 that way Farshary will have a clean branch without deletion.

 anyone with svn access will check correctness and perform operations?

 Regards
 Sergey
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[Bf-committers] Farsthary's branch update help

2010-11-01 Thread raulf
Hi all :)

  Since my branch has became pretty obsolete and was based on my first
unlimited clay draft in order to commit my latest Unlimited Clay patch I
need to flush the old code and start from a fresh sync source

   what steps should I follow to do that? (flush the old branch and start
with fresh updated code) and in case I don't have the bandwith to do
that could someone help me on that?
  Committing my patch would not be a problem since it is only few kb but
re-syncing my branch I don't know...

   Thanks in advance and all the best  Farsthary

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[Bf-committers] unlimited clay DerivedMesh question

2010-10-29 Thread raulf
  I build the unlimited clay modifier based on the EditMeshDerivedMesh
type (emDM) I have added the emDM_getPBVH() function to the definition
of that derived mesh type in a similar way like other types like
cdDM_getPBVH() and ccgDM_getPBVH() but I have noted that while the other
functions are called once per stroke the emDM_getPBVH() is called lots
of time per stroke!!! as many times as steps have the stroke O.o!
  since those are callbacks I could not track them very well in the code
to find out the cause... did you have any clue?
  the building of the pbvh structure is relatively expensive so if I
reduce the calls I could speed up the code to some factor.


thanks in advance Farsthary


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

2010-10-22 Thread raulf
Thanks Sergey and LetterRip

  I have being in touch with Nicholas and he has being of great help (I
couldn't made it without his advices :) ) but I could not download his
branch to check the improvements :(

   Thanks for the info

   Cheers  Farsthary


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

 LetterRip

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

 nice to hear on progress,

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

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

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

 so looks like he is right person to ask questions.

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

2010-10-22 Thread raulf
Hi Sergey :)

 Hi Farsthary,

 I put latest code from his branch at my site

 http://www.sim-ai.org/ptex_nicholas.7z ( it is compressed with free 7z )

 in case of problems, I think, it is possible to mail things to you by
 parts.

 Thanks! my download speed with flashget is at 0.44 K/s and down every few
minutes so it would take some time to download, by mail I think is very
difficult because my regular email only holds 700kb of attachments so
splitting it would take lot of parts ... I don't want to cause you
troubles.

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


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


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


Thanks for your time

Farsthary


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[Bf-committers] Unlimited Clay report and question

2010-10-21 Thread raulf
Hi all :)

  I have the pleasure to announce that Unlimited Clay refactor is around
90% now!

   Yesterday I have fixed the last edge selection issue that was causing
bad subdivisions in my new code and now is at the same functional level
as before but of course with a better speed factor ;)

  A relaxing scheme is also implemented so you could get better topology too

  I would like to update my branch but unluckily this time my internet
access is almost zero, no video streaming sites, I don't remember the
last time I could visit my beloved blenderartist site!

 in the remaining todo list to be fully usable are:

 1 - implement the undo (still need to thinker a bit in the code but is
not a showstopper ;) )
 2- implement a function for updating (not rebuilding) a pbvh tree.
 the pbvh_update() function should update the PBVH tree with new
verts/faces added to the topology of the object

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

kind regards  Farsthary




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[Bf-committers] Tortoise SVN patching issues

2010-10-04 Thread raulf
hi all :)

  I'm using TortoiseSVN on Windows 7 but when I try to generate a patch
from the changes I made I get this error:

   File (C:\Blender any file here) has inconsistent newlines
   Inconsistent line ending style

  and it cancels the patch making :(

  How could I solve this? Is very important because I have lost track of
all the source files I have changes so make it by hand would be
impossible.

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Re: [Bf-committers] Tortoise SVN patching issues

2010-10-04 Thread raulf
Thanks Martin and Campbell

  yes, problem solved, the text editor have an option to check for it ;)

  this patch is for Stephen (co-author of Particle Fluids) and Jahka.

  Cheers  Farsthary




 --- On Mon, 10/4/10, Campbell Barton ideasma...@gmail.com wrote:

 From: Campbell Barton ideasma...@gmail.com
 Subject: Re: [Bf-committers] Tortoise SVN patching issues
 To: bf-blender developers bf-committers@blender.org
 Received: Monday, October 4, 2010, 11:56 AM
 On Mon, Oct 4, 2010 at 2:54 PM, 
 ra...@info.upr.edu.cu
 wrote:
  hi all :)
 
   I'm using TortoiseSVN on Windows 7 but when I try to
 generate a patch
  from the changes I made I get this error:
 
    File (C:\Blender any file here) has
 inconsistent newlines
    Inconsistent line ending style
 
   and it cancels the patch making :(
 
   How could I solve this? Is very important because I
 have lost track of
  all the source files I have changes so make it by hand
 would be
  impossible.

 An alternative is to install cygwin  svn then do this
 in the blender
 source directory.
  svn diff  mypatch.diff

 If there are inconsistent line endings in the file, that's not going to
 help.

 You need to make sure that your source files use a single line ending mode
 throughout the whole file (\n or \r\n, not a mix of both).

 Your text editor might have a function to correct that.

 Martin


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Re: [Bf-committers] Tortoise SVN patching issues

2010-10-04 Thread raulf
Thanks Peter!

  VC++ has the option to check for Windows , Mac OS and Unix line ending
styles too :)

  but having Notepad++ around is a good advice :)



 Indeed that is a problem with getting svn sources and editing in some
 Windows editors.

 Using something (free) like Notepad++ that not only can show you both
 (CR+LF) the Windows line ending characters sitting there, but can also do
 search/replace for such characters, plus has native support for converting
 all line endings to and from dos/unix is invaluable.

 It seems easiest IMHO to work in an editor that natively supports editing
 with unix line endings... Makes for less headaches when doing anything
 such as stated in the original email.

 Peter

 On Mon, Oct 4, 2010 at 11:26 AM, Martin Poirier the...@yahoo.com wrote:



 --- On Mon, 10/4/10, Campbell Barton ideasma...@gmail.com wrote:

  From: Campbell Barton ideasma...@gmail.com
  Subject: Re: [Bf-committers] Tortoise SVN patching issues
  To: bf-blender developers bf-committers@blender.org
  Received: Monday, October 4, 2010, 11:56 AM
  On Mon, Oct 4, 2010 at 2:54 PM,
  ra...@info.upr.edu.cu
  wrote:
   hi all :)
  
I'm using TortoiseSVN on Windows 7 but when I try to
  generate a patch
   from the changes I made I get this error:
  
 File (C:\Blender any file here) has
  inconsistent newlines
 Inconsistent line ending style
  
and it cancels the patch making :(
  
How could I solve this? Is very important because I
  have lost track of
   all the source files I have changes so make it by hand
  would be
   impossible.
 
  An alternative is to install cygwin  svn then do this
  in the blender
  source directory.
   svn diff  mypatch.diff

 If there are inconsistent line endings in the file, that's not going to
 help.

 You need to make sure that your source files use a single line ending
 mode
 throughout the whole file (\n or \r\n, not a mix of both).

 Your text editor might have a function to correct that.

 Martin


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[Bf-committers] Dynamic springs for particle fluids

2010-10-04 Thread raulf
Hi guys :)

One of the last frontiers of particle fluids simulation engine was
implementing plastic behaviors (previously some elastic features where
implemented using Hooke's style spring forces) but plastic remain
challenging, and Stephen was working on it since the release of particle
fluids, he end up with a very nice and clever implementation that only
lack speed.
  We where sure that it was a correct implementation but somewhere in the
code was eating up CPU cycles a lot, so last week I finally have some
time to work again in particle fluids with him and we made some
important progress :)

  I add the option of display the springs between particles, this proves
to be quite useful to see what's going on in the simulation and also
could be pretty  didactic ;) and added the option to user control the
amount of springs per particle since it was the most performance eater,
previously we where going for the raw implementation that takes into
account the maximum number of springs per particle possible , but even
the most seasoned soft body/cloth/springs simulator out there, for speed
reasons, implement only few springs per particle.

  As a result speed is increased by several factors and make it user ready :)

I will post soon some results

Cheers   Farsthary



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Re: [Bf-committers] Super-sampling and anti-aliasing

2010-09-18 Thread raulf
Hello :)

  Thanks for your will to improve Blender, sampling algorithms are always
wellcome, and a really nice adition to the Blender toolbox though not
many people realize their importance at first sigth.

  I would like to help you if no one with more skills have the time to do so

   feel free to contact me at ra...@info.upr.edu.cu

Regards  Farsthary

 Dear all,

 I posted the message below to the  Academic  Research list, where I
 was advised to post here.

 I am a computer graphics professor and one of my areas of expertise is
 sampling. I have recently designed a family of new supersampling
 approaches (better kernels) and found them to work very well in my own
 prototype. The resulting images are sharper and less aliased than
 those obtained with standard kernels such as box, tent,
 mitchell-netravali, catmull-rom etc. The downside is that noise can
 become more apparent if present.

 The implementation is not particularly complicated, and it was a
 simple matter to modify pbrt-v2 to support these new kernels. As the
 next step, I decided to implement them in Blender, figuring that this
 would benefit a larger audience. In the process, I have been somewhat
 confused with what I can infer from Blender's source-code.

 Is there a kind and soul reading this list who is interested in this
 topic, knows a bit about the workings of Blender, and available to
 exchange a few words with me? It seems as though it may be possible to
 improve Blender's sampling even disregarding my own research efforts.

 Kind regards,
 Tev
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Re: [Bf-committers] Which IDE is best for develop Blender on Windows

2010-09-10 Thread raulf
@Pacific and Xavier

   Thanks for your repplies :)

  Yesterday I manage to compile Blender on VC++ 2005 and Cmake after lots
of library issues

   At last, and the IDE is so much confortable than SourceNavigator.

Cheers  Farsthary


 Hello

   Perhaps this question have raised a million times, I don't want a flame
 wars about preferences, just simple advices.

  Now that I'm spending lot of time in Blender is time to think about the
 ergonomics of my development that could impact also my productivity, so
 far I have being using SourceNavigator as an IDE and compiling with
 Scons.

   SourceNavigator is a great tool for making searches in the code (hence
 its name ;) ) but is so 80's and after several levels of searches you
 easily could get lost and comeback is dificult. Also, compiling outside
 the IDE make tracking bugs a 10x more time consuming that should be in a
 full IDE and I could not make use of debugger also :|

   so, what compiling enviroment do you suggest me?

   I could use VS 2005 but the projectfiles that Cmake generates me always
 cause me some troubles (I would prefer this if I manage to compile on
 it)

   CodeBlocks also fill my needs to perform extensive code seraches but
 again, I get libraries troubles, even if they are there O_O!

   I once use Qt IDE but I could not perform extensive search on it

  what about DevC++ and others?

cheers and thanks in advance
 Farsthary

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[Bf-committers] National coverage

2010-09-10 Thread raulf
Hi guys ;)

  Yesterday I have featured an interview in Juventud Rebelde the most
important newspaper in Cuba

  http://farsthary.wordpress.com/2010/09/10/national-coverage/

  wow!, I'm speechless, this will help to spread the word in my country
where opensource have a critical importance but is often overlooked
because we think that participating in such big projects is for gifted
people or people in other countries with more resources.
I hope this will touch someone out
there abut Blender ;)

   Cheers  Farsthary


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[Bf-committers] Which IDE is best for develop Blender on Windows

2010-09-09 Thread raulf
Hello

  Perhaps this question have raised a million times, I don't want a flame
wars about preferences, just simple advices.

 Now that I'm spending lot of time in Blender is time to think about the
ergonomics of my development that could impact also my productivity, so
far I have being using SourceNavigator as an IDE and compiling with
Scons.

  SourceNavigator is a great tool for making searches in the code (hence
its name ;) ) but is so 80's and after several levels of searches you
easily could get lost and comeback is dificult. Also, compiling outside
the IDE make tracking bugs a 10x more time consuming that should be in a
full IDE and I could not make use of debugger also :|

  so, what compiling enviroment do you suggest me?

  I could use VS 2005 but the projectfiles that Cmake generates me always
cause me some troubles (I would prefer this if I manage to compile on
it)

  CodeBlocks also fill my needs to perform extensive code seraches but
again, I get libraries troubles, even if they are there O_O!

  I once use Qt IDE but I could not perform extensive search on it

 what about DevC++ and others?

   cheers and thanks in advance
Farsthary

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[Bf-committers] Why EditMesh has double faces, verts than Mesh

2010-09-07 Thread raulf
Hi

   When I create an EditMesh structure out of a Mesh with make_editMesh()
 it gives me doubled the number of verts and faces than a Mesh

  Why is this?

  for example:

Mesh *me = ob-data;
if (!me-edit_mesh) make_editMesh(scene,ob);
EditMesh *em = me-edit_mesh;

printf(  EM faces %i  ME faces %i |,em-totface,me- totface);
printf(  EM verts %i  ME verts %i | \n,em-totvert, me-totvert);


  I would expect that the editmesh of a mesh should have similar resources
but stored in lined list rather than arrays as it is, but no double
verts/faces of a mesh.

 thanks in advance  farsthary


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[Bf-committers] I'm back from offline period

2010-08-30 Thread raulf
Hi friends!

  wow! this offline month feels like a year to me! I have being on college
vacation and we could not access email/internet during that time so my
only choice was to keep working offline and enjoy my vacations a little.

  There's to much that I need to be updated so I will soon post
improvements I have made with Unlimited Clay, though it still need lot
of recode I have replicated the previous funtionality but now as a
modifier  and take advantage of all the new sculpt goodies ... yes, you
could now grow large tentacles with the snake tool :)

 Is good to be back again,  cheers  Farsthary

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Re: [Bf-committers] New Blender Foundation/Institute crew

2010-08-05 Thread raulf
Congratulations and all the best, Brecht, just make sure don't forget us
and the door will be always open in case you want to comeback :)

  Blender has lost a Blenderhead, (precisely in a field where you will be
very needed: the render engine) seems that lately there's bad news
everywhere:

  Radiance leaves Luxrender, Sculptris owned by Pixologic, Brecht goes
with Octane...

  But Hey!, lets not get down!, Brecht will be fine, everywhere he work
will shine and Blender will also be fine  :)


  Just one thing Brecht , we didn't told you? nobody leaves Blender... alive
  as soon as you cross the doar Ton's gangs will hunt you ;)

 Cheers Bretch, you are an idol for
everyone here


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Re: [Bf-committers] compilling issue

2010-07-31 Thread raulf
 Hi guys

  compiling on W7 with minGW + scons I get this error

  Compiling == 'storage.c'
 In file included from source\blender\blenlib\intern\storage.c:39:
 C:/Program Files
 (x86)/CodeBlocks/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../..
 /include/stdlib.h:461: error: syntax error before uintptr_t
 scons: ***
 [C:\Blender_Build\build\win32-mingw\source\blender\blenlib\intern\sto
 rage.o] Error 1
 scons: building terminated because of errors.

   What could be the problem?
  thanks in advancefarsthary


 well, I will answer myself in case somebody ever face that silly issue
again:
  It was a library issue, I get interrupted the SVN update from the
library so it miss some components


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[Bf-committers] compilling issue

2010-07-30 Thread raulf
Hi guys

 compiling on W7 with minGW + scons I get this error

 Compiling == 'storage.c'
In file included from source\blender\blenlib\intern\storage.c:39:
C:/Program Files
(x86)/CodeBlocks/MinGW/bin/../lib/gcc/mingw32/3.4.5/../../../..
/include/stdlib.h:461: error: syntax error before uintptr_t
scons: ***
[C:\Blender_Build\build\win32-mingw\source\blender\blenlib\intern\sto
rage.o] Error 1
scons: building terminated because of errors.

  What could be the problem?
 thanks in advancefarsthary

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[Bf-committers] Did dupliframes work?

2010-07-12 Thread raulf
Hi all

  perhaps I'm missing something but did dupliframes work in 2.5x?

  when I animate an object and activate dupliframeit does nothing

 I hope is not target for remove because many good things could be
made with it if everything is animatable in 2.5

thanks in advance
   Farsthary



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