Hi,

If you work all alone, you can do what you want.

If you want to give the project to someone else (or render farm, or commit it 
to a version system) it should include such libraries. A project 'domain' can 
be as flexible as we want it, and be as limited too.

-Ton-

--------------------------------------------------------
Ton Roosendaal  -  [email protected]   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



On 1 Mar, 2014, at 13:29, Juan Pablo Bouza wrote:

> Ton Wrote:
> 
> "Solution: make the fact user works on a project with relative paths much
> more visible and in control. The project path (from where relativeness 
> works) has to be explicit somehow. And especially - if user decides to 
> use a file outside the project domain - it can just refuse that, throw 
> big warnings, move it inside the domain, or pack it even."
> 
> -1 to any proposal that would force assets to be inside of the project 
> domain. For instance, you may want to have a texture library that is in some 
> place of yo computer, and forcing things to be copied to the folder of the 
> project is just a waste of disk space.
> I prefer big warnings and a more explicit relative path control :)
> 
> 
> 
> 
> 
>> From: [email protected]
>> Date: Sat, 1 Mar 2014 12:44:21 +0100
>> To: [email protected]
>> Subject: Re: [Bf-committers] Proposed change for (not) rendering with        
>> missing links
>> 
>> Hi,
>> 
>> Let's be clear; options, warnings, and especially YES-NO requesters are all 
>> signs of lazy and weak design. 
>> 
>> The best way to solve this is to prevent this from happening. I know 
>> Daniel's cause, and it's just because a path was absolute, and not relative. 
>> Either a bug or a user error.
>> 
>> Solution: make the fact user works on a project with relative paths much 
>> more visible and in control. The project path (from where relativeness 
>> works) has to be explicit somehow. And especially - if user decides to use a 
>> file outside the project domain - it can just refuse that, throw big 
>> warnings, move it inside the domain, or pack it even.
>> 
>> Secondary: make a tool (operator) that checks for paths to be proper 
>> relative. That tool can be used at will (user), or a scripter can use it 
>> configure Blender to make it automatic. That then can be sort-of doing 
>> what's being proposed below, but it's only a debugging tool.
>> 
>> The work we plan for Gooseberry's asset/project system is all about this. 
>> Sanitize how data is being referenced, re-used, shared, linked, stored, 
>> versioned, copied, and so on. There's the real job.
>> 
>> -Ton-
>> 
>> --------------------------------------------------------
>> Ton Roosendaal  -  [email protected]   -   www.blender.org
>> Chairman Blender Foundation - Producer Blender Institute
>> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>> 
>> 
>> 
>> On 1 Mar, 2014, at 2:52, patrick boelens wrote:
>> 
>>> The only problem I see with this solution is when you actually know you're 
>>> missing resources (i.e.: third-party textures), but want to render 
>>> regardless.
>>> 
>>> I think for headless mode this would probably be less of an issue, 
>>> especially considering who uses that and in which situations.
>>> 
>>> Perhaps for GUI-Blender we could show a confirmation screen, operator-style?
>>> 
>>> "You are about to render with missing resources (see render_errors.txt). 
>>> Would you like to continue?" -> [Yes | No].
>>> 
>>> The second thing I'd like to address is: How do we make it clear to the 
>>> user which resources are missing? Could a linked in .blend not be found, or 
>>> is it a texture's image? Again, for headless mode it could probably just be 
>>> printed to the console, so no issues there. But for regular use, perhaps a 
>>> textblock could be created? This would give room to provide all the needed 
>>> info. For instance:
>>> 
>>> Missing Mesh Data "Circle.042" from "./Costumes.blend"
>>> Objects affected: Cloak
>>> 
>>> Missing ../../textures/eyes.png in texture "Eyes.002"
>>> Materials affected: Face1, Face2
>>> Objects affected: Elf_F, Elf_M, Elf_M.001
>>> 
>>> Missing ../../textures/mouth.png in texture "Face"
>>> Materials affected: Face1, Face2
>>> Objects affected: Elf_F, Elf_M, Elf_M.001
>>> 
>>> Just thinking out loud here. =)
>>> 
>>> Cheers,
>>> Patrick
>>> 
>>>> Date: Fri, 28 Feb 2014 21:29:48 -0300
>>>> From: [email protected]
>>>> To: [email protected]
>>>> Subject: Re: [Bf-committers] Proposed change for (not) rendering with      
>>>> missing links
>>>> 
>>>> +1
>>>> 
>>>> Rendering with missing textures is never desired. An option (by default) to
>>>> have it stop the render immediately would save plenty of render time. This
>>>> option could be turned off in the user pref if desired.
>>>> On Feb 28, 2014 8:57 PM, "Daniel Salazar - patazstudio.com" <
>>>> [email protected]> wrote:
>>>> 
>>>>> Hi there, recently we lost about 24 hours of rendering time because a
>>>>> texture was missing in some computer. And we can't rely on the famous
>>>>> purple color to notice this errors, in this case it was a subtle hair
>>>>> length texture or it could be another type of data like linking from
>>>>> other blends.
>>>>> 
>>>>> I want to propose we change the renderer behavior to refuse rendering
>>>>> if there's a missing link. At the very least this should be
>>>>> implemented by default in background mode, with an optional parameter
>>>>> to ignore missing textures.
>>>>> 
>>>>> kind regards,
>>>>> 
>>>>> Daniel Salazar
>>>>> patazstudio.com
>>>>> _______________________________________________
>>>>> Bf-committers mailing list
>>>>> [email protected]
>>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>>> 
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