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
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
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
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:
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
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;
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
@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
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
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
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
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:
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
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,
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
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
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
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
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
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
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
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
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,
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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,
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
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
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:
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
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
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
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,
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
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
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
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
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
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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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 :(
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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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
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
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
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
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
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
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.
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