Re: [Bf-committers] Unlimited clay patch review
Raul, I would bet that a lot of other artists are like me. I saw your cool demos and just like BMesh, thought it was really really cool but when are we going to get it? Often in the world of open source the answer is never. Thus, I wait and watch hoping that you do get it into a stable release and we all have a better Blender. In the mean time I play with Mypaint and dream of a water, paper brush, paint simulator based on 3d surfaces, light and physics for 2d painting with my Wacom pad. :-) Can't wait to see it in the real world! -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Unlimited clay patch review
On Wed, May 25, 2011 at 10:44 AM, Tom M letter...@gmail.com wrote: 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 Well, I kindof asked for the rough patch. I wanted to see how it works. Joe ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Unlimited clay patch review
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 :( ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers - 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Unlimited clay patch review
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 :( ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers - 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers - 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Unlimited clay patch review
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers - 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Unlimited clay patch review
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 :( ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Unlimited clay patch review
due to the low feedback I'm getting fromunlimitedClay for Blender .. are people still interested on it? I'm still here :( This saddens me. I believe much of what Tom posted above is relevant. Right now, UC is unable to get into the hands and minds of the artists that are most capable to run with it and illustrate its brilliance. With respect, TJS ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Unlimited clay patch review
Hi Raul, Please don't give up on Unlimited Clay, every blender artist i know is excited about Unlimited Clay. On a side note: it probably is better to have it as a modifier, at least thats my feeling. -brett --- On Mon, 5/23/11, ra...@info.upr.edu.cu ra...@info.upr.edu.cu wrote: From: ra...@info.upr.edu.cu ra...@info.upr.edu.cu Subject: Re: [Bf-committers] Unlimited clay patch review To: bf-blender developers bf-committers@blender.org Date: Monday, 23 May, 2011, 12:22 PM 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers - 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list
Re: [Bf-committers] Unlimited clay patch review
On 23 May 2011 22:22, ra...@info.upr.edu.cu wrote: 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 :( :-o You're kidding right? This is one of the most woo-hoo hurray super-dooper califragilisticexpialidocious feature coming soon to a blender build near you. Please don't give up on it :) ! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Unlimited clay patch review
On 24/05/2011 6:13 AM, 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. (a consecuence of the lack of feedback) my main communication channel is email, I can't barely surf the web and definatelly I cannot longer visit BlenderArtist forums due to the new look (which I praise a lot but has left me out of the game :P) so if I don't get them this way I will miss it :( I can honestly say that there are quite a few people on the BlenderArtist forums still interested in the feature. That said a few people have mention, and I will personally here, that the patch is not working nicely - not to mention that I have been using a more recent version of Blender for everything else (making a return to the older version less palatable). Perhaps a patch against a more recent head would garner more feedback? -- Regards, Benjamin Tolputt Analyst Programmer ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Unlimited clay patch review
On 5/24/11 12:55 AM, Ρυακιωτάκης Αντώνης wrote: On 23 May 2011 22:22,ra...@info.upr.edu.cu wrote: 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 :( :-o You're kidding right? This is one of the most woo-hoo hurray super-dooper califragilisticexpialidocious feature coming soon to a blender build near you. Please don't give up on it :) ! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers +1 on that, keep it up!! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers