Re: [Bf-committers] Unlimited clay patch review

2011-05-26 Thread Knapp
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/
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Re: [Bf-committers] Unlimited clay patch review

2011-05-26 Thread joe
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
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Re: [Bf-committers] Unlimited clay patch review

2011-05-25 Thread Tom M
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

2011-05-25 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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 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

2011-05-23 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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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread Tom M
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 Troy Sobotka
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
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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread Hart's Antler
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
 
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 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

2011-05-23 Thread Ρυακιωτάκης Αντώνης
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 :) !
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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread Benjamin Tolputt
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

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Re: [Bf-committers] Unlimited clay patch review

2011-05-23 Thread Tobias Kummer
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 :) !
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+1 on that, keep it up!!
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