Hello Blender friends, Just one idea : wouldn't it be nice to have the material preview directly in the node editor, as backdrop ? I would love it.
Cheers, Blender Attitude Le 22 mars 2016 12:00, <[email protected]> a écrit : Send Bf-committers mailing list submissions to [email protected] To subscribe or unsubscribe via the World Wide Web, visit http://lists.blender.org/mailman/listinfo/bf-committers or, via email, send a message with subject or body 'help' to [email protected] You can reach the person managing the list at [email protected] When replying, please edit your Subject line so it is more specific than "Re: Contents of Bf-committers digest..." Today's Topics: 1. [GSoC 2016] Sculpting Tools (Jiang Cecil) 2. Length (Blender Attitude) 3. OpenGL 2D Drawing API GSoC (Shreyash Shriyam) 4. Re: Length (Jaume Bellet) 5. Re: Google Summer Of Code: UV - Tools (Phil Gosch) 6. Re: Google Summer Of Code: UV - Tools (Joe Eagar) 7. Re: Google Summer Of Code: UV - Tools (Piotr Arlukowicz) 8. Re: Google Summer Of Code: UV - Tools (Phil Gosch) 9. Re: Google Summer Of Code: UV - Tools (Pawe? ?yczkowski) 10. Re: Google Summer Of Code: UV - Tools (Phil Gosch) 11. GSoC 2016 Proposal for Solidify Modifier (Longhua Wu) 12. Re: Google Summer of Code 2016 (Sanjana Wadhwa) 13. Re: [GSoC] Improved threadability of Compositor nodes (Matheus Sousa Faria) 14. Re: [GSOC 2016] - Solidify Modifier (Campbell Barton) 15. Git repository (PerfectionCat) 16. Re: GSoC 2016 - Improve Undo Memory Usage for Mesh Data (Campbell Barton) 17. Re: GSoC interested proposal (Campbell Barton) 18. Re: [GSoC 2016] Sculpting Tools (???) 19. Re: GSoC 2016 Proposal for Solidify Modifier (Campbell Barton) 20. Re: [GSoC 2016] Sculpting Tools (Campbell Barton) 21. GSoC 2016 Proposal for solidify modifier (Wu, Longhua) 22. Re: How to Manage Incomplete Tasks that have the Requested Information (Bastien Montagne) 23. Re: How to Manage Incomplete Tasks that have the Requested Information (Sergey Sharybin) 24. Re: [GSoC] Cycles Denoiser (Sergey Sharybin) 25. Re: OpenGL 2D Drawing API GSoC (Sergey Sharybin) 26. Re: [GSoC] Improved threadability of Compositor nodes (Sergey Sharybin) 27. Re: Git repository (Sergey Sharybin) ---------------------------------------------------------------------- Message: 1 Date: Mon, 21 Mar 2016 19:08:17 +0800 From: Jiang Cecil <[email protected]> Subject: [Bf-committers] [GSoC 2016] Sculpting Tools To: [email protected] Message-ID: <CAMvjBmLEgHiho=w_v2ymu3cyoooyrzkfhsmnk0zakx-mr7y...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Hi, My name is Kairong Jiang. I'm a third-year undergraduate student of Zhejiang University and I major in computer science. I have been working under professor Yue Chen on a VTK-based program and I'm interested in making better sculpting tools for blender as my GSoC 2016 project. I have been trying the existing sculpting tools of blender and reading some of the source codes concerning sculpting to make sense of how they work. I think it wouldn't be too hard to implement the tools proposed on the ideas page once I figured out how sculpting was done in blender. That is the data structures of vertices and meshes, and the procedures to manipulate them. I could really need someone to tell me which specific code those procedures are implemented so that I can look into it. As for the three sculpting tools proposed on the ideas page, I can think of some intuitive and naive methods to implement them, but I wonder if there are some better ways. Also it would be nice if someone can tell me whether there are researches on implementing such tools or implementations in other 3D modeling softwares and where I can learn about them. I tried to use IRC a couple of days ago but I found it confusing that I have no idea who I should talk to on this topic. I would be appreciated if anyone could offer me some guidance and discuss further with me about the details of the project. Thanks, Kairong Jiang ------------------------------ Message: 2 Date: Mon, 21 Mar 2016 13:48:54 +0100 From: Blender Attitude <[email protected]> Subject: [Bf-committers] Length To: bf-blender developers <[email protected]> Message-ID: <caml3myybgj-n9b9w3_bbjpnor7nxvqcqcm9aqskyw+4zf-t...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 You can check this development https://vimeo.com/158415459 Thank you. Yes it does the job but just entering the value in a length box for the current selection would be enough. And so useful for every Blender artist. Blender is so powerful and this tiny little box doesn't exists. I can't believe it ;) Cheers, Blender Attitude ------------------------------ Message: 3 Date: Mon, 21 Mar 2016 18:28:24 +0530 From: Shreyash Shriyam <[email protected]> Subject: [Bf-committers] OpenGL 2D Drawing API GSoC To: [email protected] Message-ID: <caouexabcyqoeem2xld4fpy-nbayjbaxt6uu4obhevtrdgeh...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Hi I am interested in in OpenGL 2D Drawing API project as i have intermediate command on OpenGL 3.0 using C++ bindings and I would like to devote myself more in this direction, I would like to know where to start from, also could i get the email addresses of the potential mentors Thanks Best Regards Shreyash Shriyam ------------------------------ Message: 4 Date: Mon, 21 Mar 2016 15:36:21 +0100 From: Jaume Bellet <[email protected]> Subject: Re: [Bf-committers] Length To: bf-blender developers <[email protected]> Message-ID: <caekaxrxyne3ervism+epkc9mfk_-dk5-n_uu6grtsylxe9q...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 imho for just entering the value in a input box, you must handle properly (and user should be aware of it) what happens with multiple selections, and to which side is modified the length. In the case shown you can visually see to which side will be modified the length (depending on which side of dimension text you have click) and you can control what is modified (via user selection: vertexs selected get the same transform, or automatically if enabled detecting faces on a plane). 2016-03-21 13:48 GMT+01:00 Blender Attitude <[email protected]>: > You can check this development > > https://vimeo.com/158415459 > > Thank you. Yes it does the job but just entering the value in a length box > for the current selection would be enough. And so useful for every Blender > artist. Blender is so powerful and this tiny little box doesn't exists. I > can't believe it ;) > > Cheers, > Blender Attitude > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > ------------------------------ Message: 5 Date: Mon, 21 Mar 2016 18:28:31 +0100 From: Phil Gosch <[email protected]> Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools To: [email protected] Message-ID: <[email protected]> Content-Type: text/plain; charset=windows-1252; format=flowed Hey again! I just submitted/shared my proposal via the GSOC form and would love to get some feedback from possible mentors, seasoned devs and Ton of course. As usual I'm also available via IRC. I'd especially be interested in what specific improvements to the Unwrap algorithm ("Improved automatic UV Layout") the mentors had in mind when writing the ideas page as well as general feedback regarding the proposal. Thanks in advance and best wishes, Phil Am 13.03.2016 um 12:49 schrieb Phil Gosch: > Hey everybody! > > My name is Phil Gosch, I'm from Graz University of Technology and I'm > interested in the "UV Editing Tools" GSOC project. > I'd be very happy to realize this project and wanted to get some > help/tipps or hints beforehand, that's why I'm writing this mail. > > About me: I'm a long time Blender user and active member of the Blender > community. Besides university I'm working as a 3D/Technical Artist > freelancer, where I'm mostly doing illustrations, visualizations > including custom tool development and gameart/gamedev. You can have a > look at my portfolio at my homepage [0] or at my Blender Network profile > [1]. > > As someone who uses Blender as his main tool on a daily basis I know the > UV Editor (and its shortcomings) and because of that fact I not only > think I'm fitting for this project but I also have a great personal > interest in improving these tools. I'm no complete stranger to Blender > core coding, I already had some of my patches applied to trunk a few > years ago. Of course the codebase is changing all the time, that's why > I'm already getting familiar with the codebase again. I already compiled > the newest Blender version and I'm spending my free time reading > uvedit_*.c files. ;) > > I think the outline presented at the ideas page [2] makes sense, however > while writing my proposal I found that I liked the idea of trying to > convert some of the useful UV python scripts I'm using to C code (I'm > sure people have lots of scripts they use which I don't even know > about). So if you use a python addon for the UV tools and would like me > to consider it for inclusion into my proposal, please let me know by > answering to this mail. :) > > If any of the potential mentors (Bastien, Campbell, Howard) have some > useful input I'd be very thankful! Also if anyone could have a look at > my proposal before submitting that would be great! It's not finished > yet, but you can poke me anytime on IRC/blendercoders, I'm always > lurking there. My IRC nick is "saphires". > > Best wishes, > Phil > > [0] http://www.saphirestudio.at/ > [1] https://www.blendernetwork.org/phil-gosch > [2] http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas > > PS: Sorry if this mail shows up twice, there was an error when I first > tried sending it > -- pixel-pusher at saphirestudio.at ------------------------------ Message: 6 Date: Mon, 21 Mar 2016 11:00:27 -0700 From: Joe Eagar <[email protected]> Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools To: bf-blender developers <[email protected]> Message-ID: <caf9ycrouglzq3ern6k9rt+gzjqe1_tscrusfjrdkek0ua7h...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 I had an embarrassing moment last year when trying to help a coworker find a feature in Blender's UV editor. It. . .no longer existed. We definitely need some work done here. One thing that absolutely drove her insane was the inability to hide UV islands without altering the mesh selection state. That was a big deal for her. It might be worth concentrating on improving the UI workflow and not spend too much time on new unwrapping features. Best, Joe On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <[email protected]> wrote: > Hey again! > > I just submitted/shared my proposal via the GSOC form and would love to get some feedback from possible mentors, seasoned devs and Ton of course. As usual I'm also available via IRC. > > I'd especially be interested in what specific improvements to the Unwrap algorithm ("Improved automatic UV Layout") the mentors had in mind when writing the ideas page as well as general feedback regarding the proposal. > > Thanks in advance and best wishes, > Phil > > > > Am 13.03.2016 um 12:49 schrieb Phil Gosch: >> Hey everybody! >> >> My name is Phil Gosch, I'm from Graz University of Technology and I'm >> interested in the "UV Editing Tools" GSOC project. >> I'd be very happy to realize this project and wanted to get some >> help/tipps or hints beforehand, that's why I'm writing this mail. >> >> About me: I'm a long time Blender user and active member of the Blender >> community. Besides university I'm working as a 3D/Technical Artist >> freelancer, where I'm mostly doing illustrations, visualizations >> including custom tool development and gameart/gamedev. You can have a >> look at my portfolio at my homepage [0] or at my Blender Network profile >> [1]. >> >> As someone who uses Blender as his main tool on a daily basis I know the >> UV Editor (and its shortcomings) and because of that fact I not only >> think I'm fitting for this project but I also have a great personal >> interest in improving these tools. I'm no complete stranger to Blender >> core coding, I already had some of my patches applied to trunk a few >> years ago. Of course the codebase is changing all the time, that's why >> I'm already getting familiar with the codebase again. I already compiled >> the newest Blender version and I'm spending my free time reading >> uvedit_*.c files. ;) >> >> I think the outline presented at the ideas page [2] makes sense, however >> while writing my proposal I found that I liked the idea of trying to >> convert some of the useful UV python scripts I'm using to C code (I'm >> sure people have lots of scripts they use which I don't even know >> about). So if you use a python addon for the UV tools and would like me >> to consider it for inclusion into my proposal, please let me know by >> answering to this mail. :) >> >> If any of the potential mentors (Bastien, Campbell, Howard) have some >> useful input I'd be very thankful! Also if anyone could have a look at >> my proposal before submitting that would be great! It's not finished >> yet, but you can poke me anytime on IRC/blendercoders, I'm always >> lurking there. My IRC nick is "saphires". >> >> Best wishes, >> Phil >> >> [0] http://www.saphirestudio.at/ >> [1] https://www.blendernetwork.org/phil-gosch >> [2] http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas >> >> PS: Sorry if this mail shows up twice, there was an error when I first >> tried sending it >> > > -- > pixel-pusher at saphirestudio.at > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers ------------------------------ Message: 7 Date: Mon, 21 Mar 2016 14:33:22 -0400 From: Piotr Arlukowicz <[email protected]> Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools To: bf-blender developers <[email protected]> Message-ID: <cahhkab9raevro31fgugp4swyclbrn-20lobnjxhuardcy1p...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Another very important feature which is already present and is not so good is the packing of islands. It changes the surface of islands in a very unpredictable manner, making similar islands to be scaled very differently. This makes packing islands nearly unusable. And another one, which is very missed - is the ability of creating a groups of island, which will then act as a single island. This would help manual unwrapping and packing the map A LOT easier! Pinning here does not help much and other tricks still don't make this work-flow fluent enough. pio ?Piotr ? Arlukowicz, BFCT? ?*YT: /user/piotao?feature=guide* *FB:* */polskikursblendera* *TW:* */piotao* *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz <https://www.blendernetwork.org/piotr-arlukowicz>* *Polski Kurs Blendera:* http://polskikursblendera.pl 2016-03-21 14:00 GMT-04:00 Joe Eagar <[email protected]>: > I had an embarrassing moment last year when trying to help a coworker > find a feature in Blender's UV editor. It. . .no longer existed. We > definitely need some work done here. One thing that absolutely drove > her insane was the inability to hide UV islands without altering the > mesh selection state. That was a big deal for her. > > It might be worth concentrating on improving the UI workflow and not > spend too much time on new unwrapping features. > > Best, > Joe > > On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <[email protected]> > wrote: > > Hey again! > > > > I just submitted/shared my proposal via the GSOC form and would love to > get some feedback from possible mentors, seasoned devs and Ton of course. > As usual I'm also available via IRC. > > > > I'd especially be interested in what specific improvements to the Unwrap > algorithm ("Improved automatic UV Layout") the mentors had in mind when > writing the ideas page as well as general feedback regarding the proposal. > > > > Thanks in advance and best wishes, > > Phil > > > > > > > > Am 13.03.2016 um 12:49 schrieb Phil Gosch: > >> Hey everybody! > >> > >> My name is Phil Gosch, I'm from Graz University of Technology and I'm > >> interested in the "UV Editing Tools" GSOC project. > >> I'd be very happy to realize this project and wanted to get some > >> help/tipps or hints beforehand, that's why I'm writing this mail. > >> > >> About me: I'm a long time Blender user and active member of the Blender > >> community. Besides university I'm working as a 3D/Technical Artist > >> freelancer, where I'm mostly doing illustrations, visualizations > >> including custom tool development and gameart/gamedev. You can have a > >> look at my portfolio at my homepage [0] or at my Blender Network profile > >> [1]. > >> > >> As someone who uses Blender as his main tool on a daily basis I know the > >> UV Editor (and its shortcomings) and because of that fact I not only > >> think I'm fitting for this project but I also have a great personal > >> interest in improving these tools. I'm no complete stranger to Blender > >> core coding, I already had some of my patches applied to trunk a few > >> years ago. Of course the codebase is changing all the time, that's why > >> I'm already getting familiar with the codebase again. I already compiled > >> the newest Blender version and I'm spending my free time reading > >> uvedit_*.c files. ;) > >> > >> I think the outline presented at the ideas page [2] makes sense, however > >> while writing my proposal I found that I liked the idea of trying to > >> convert some of the useful UV python scripts I'm using to C code (I'm > >> sure people have lots of scripts they use which I don't even know > >> about). So if you use a python addon for the UV tools and would like me > >> to consider it for inclusion into my proposal, please let me know by > >> answering to this mail. :) > >> > >> If any of the potential mentors (Bastien, Campbell, Howard) have some > >> useful input I'd be very thankful! Also if anyone could have a look at > >> my proposal before submitting that would be great! It's not finished > >> yet, but you can poke me anytime on IRC/blendercoders, I'm always > >> lurking there. My IRC nick is "saphires". > >> > >> Best wishes, > >> Phil > >> > >> [0] http://www.saphirestudio.at/ > >> [1] https://www.blendernetwork.org/phil-gosch > >> [2] > http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas > >> > >> PS: Sorry if this mail shows up twice, there was an error when I first > >> tried sending it > >> > > > > -- > > pixel-pusher at saphirestudio.at > > > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > ------------------------------ Message: 8 Date: Mon, 21 Mar 2016 19:37:26 +0100 From: Phil Gosch <[email protected]> Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools To: [email protected], bf-blender developers <[email protected]> Message-ID: <[email protected]> Content-Type: text/plain; charset=utf-8; format=flowed Hey Piotr! Thanks for your input, but improving the packing algorithm is already part of the project. I wasn't sure if the proposal is intended to be public, but you can find it here: https://docs.google.com/document/d/1TEj95pZuE83tB0HuYWwCqlKRHOP6ErA6BkR1818FUho/edit?usp=sharing The features you mentioned are already part of it. :) best, Phil Am 21.03.2016 um 19:33 schrieb Piotr Arlukowicz: > Another very important feature which is already present and is not so good > is the packing of islands. It changes the surface of islands in a very > unpredictable manner, making similar islands to be scaled very differently. > This makes packing islands nearly unusable. > > And another one, which is very missed - is the ability of creating a groups > of island, which will then act as a single island. This would help manual > unwrapping and packing the map A LOT easier! Pinning here does not help > much and other tricks still don't make this work-flow fluent enough. > > pio > > > ?Piotr > ? Arlukowicz, BFCT? > > ?*YT: /user/piotao?feature=guide* > *FB:* */polskikursblendera* *TW:* > */piotao* > *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz > <https://www.blendernetwork.org/piotr-arlukowicz>* > *Polski Kurs Blendera:* http://polskikursblendera.pl > > > > > 2016-03-21 14:00 GMT-04:00 Joe Eagar <[email protected]>: > >> I had an embarrassing moment last year when trying to help a coworker >> find a feature in Blender's UV editor. It. . .no longer existed. We >> definitely need some work done here. One thing that absolutely drove >> her insane was the inability to hide UV islands without altering the >> mesh selection state. That was a big deal for her. >> >> It might be worth concentrating on improving the UI workflow and not >> spend too much time on new unwrapping features. >> >> Best, >> Joe >> >> On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <[email protected]> >> wrote: >>> Hey again! >>> >>> I just submitted/shared my proposal via the GSOC form and would love to >> get some feedback from possible mentors, seasoned devs and Ton of course. >> As usual I'm also available via IRC. >>> I'd especially be interested in what specific improvements to the Unwrap >> algorithm ("Improved automatic UV Layout") the mentors had in mind when >> writing the ideas page as well as general feedback regarding the proposal. >>> Thanks in advance and best wishes, >>> Phil >>> >>> >>> >>> Am 13.03.2016 um 12:49 schrieb Phil Gosch: >>>> Hey everybody! >>>> >>>> My name is Phil Gosch, I'm from Graz University of Technology and I'm >>>> interested in the "UV Editing Tools" GSOC project. >>>> I'd be very happy to realize this project and wanted to get some >>>> help/tipps or hints beforehand, that's why I'm writing this mail. >>>> >>>> About me: I'm a long time Blender user and active member of the Blender >>>> community. Besides university I'm working as a 3D/Technical Artist >>>> freelancer, where I'm mostly doing illustrations, visualizations >>>> including custom tool development and gameart/gamedev. You can have a >>>> look at my portfolio at my homepage [0] or at my Blender Network profile >>>> [1]. >>>> >>>> As someone who uses Blender as his main tool on a daily basis I know the >>>> UV Editor (and its shortcomings) and because of that fact I not only >>>> think I'm fitting for this project but I also have a great personal >>>> interest in improving these tools. I'm no complete stranger to Blender >>>> core coding, I already had some of my patches applied to trunk a few >>>> years ago. Of course the codebase is changing all the time, that's why >>>> I'm already getting familiar with the codebase again. I already compiled >>>> the newest Blender version and I'm spending my free time reading >>>> uvedit_*.c files. ;) >>>> >>>> I think the outline presented at the ideas page [2] makes sense, however >>>> while writing my proposal I found that I liked the idea of trying to >>>> convert some of the useful UV python scripts I'm using to C code (I'm >>>> sure people have lots of scripts they use which I don't even know >>>> about). So if you use a python addon for the UV tools and would like me >>>> to consider it for inclusion into my proposal, please let me know by >>>> answering to this mail. :) >>>> >>>> If any of the potential mentors (Bastien, Campbell, Howard) have some >>>> useful input I'd be very thankful! Also if anyone could have a look at >>>> my proposal before submitting that would be great! It's not finished >>>> yet, but you can poke me anytime on IRC/blendercoders, I'm always >>>> lurking there. My IRC nick is "saphires". >>>> >>>> Best wishes, >>>> Phil >>>> >>>> [0] http://www.saphirestudio.at/ >>>> [1] https://www.blendernetwork.org/phil-gosch >>>> [2] >> http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas >>>> PS: Sorry if this mail shows up twice, there was an error when I first >>>> tried sending it >>>> >>> -- >>> pixel-pusher at saphirestudio.at >>> >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers -- pixel-pusher at saphirestudio.at ------------------------------ Message: 9 Date: Mon, 21 Mar 2016 18:46:06 +0000 From: Pawe? ?yczkowski <[email protected]> Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools To: bf-blender developers <[email protected]>, [email protected] Message-ID: <ca+vyyu+xsmnxrjexrsftogsupuyw+1xxogzfzpzqvdac25q...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Hey Phil, Here are some UV Editor proposals, not sure about their quality but maybe you will find them useful: https://wiki.blender.org/index.php/User:Axelmening#11._UV_Tools_.28not_finished_yet.29 https://wiki.blender.org/index.php/User:Dataday/Proposal#Consistent_UV_Editor_Behavior https://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/UV_Canvas_Rotation Best, Pawe? ?yczkowski On Mon, Mar 21, 2016 at 7:37 PM Phil Gosch <[email protected]> wrote: > Hey Piotr! > > Thanks for your input, but improving the packing algorithm is already > part of the project. > I wasn't sure if the proposal is intended to be public, but you can find > it here: > > > https://docs.google.com/document/d/1TEj95pZuE83tB0HuYWwCqlKRHOP6ErA6BkR1818FUho/edit?usp=sharing > > The features you mentioned are already part of it. :) > > best, > Phil > > Am 21.03.2016 um 19:33 schrieb Piotr Arlukowicz: > > Another very important feature which is already present and is not so > good > > is the packing of islands. It changes the surface of islands in a very > > unpredictable manner, making similar islands to be scaled very > differently. > > This makes packing islands nearly unusable. > > > > And another one, which is very missed - is the ability of creating a > groups > > of island, which will then act as a single island. This would help manual > > unwrapping and packing the map A LOT easier! Pinning here does not help > > much and other tricks still don't make this work-flow fluent enough. > > > > pio > > > > > > ?Piotr > > ? Arlukowicz, BFCT? > > > > ?*YT: /user/piotao?feature=guide* > > *FB:* */polskikursblendera* *TW:* > > */piotao* > > *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz > > <https://www.blendernetwork.org/piotr-arlukowicz>* > > *Polski Kurs Blendera:* http://polskikursblendera.pl > > > > > > > > > > 2016-03-21 14:00 GMT-04:00 Joe Eagar <[email protected]>: > > > >> I had an embarrassing moment last year when trying to help a coworker > >> find a feature in Blender's UV editor. It. . .no longer existed. We > >> definitely need some work done here. One thing that absolutely drove > >> her insane was the inability to hide UV islands without altering the > >> mesh selection state. That was a big deal for her. > >> > >> It might be worth concentrating on improving the UI workflow and not > >> spend too much time on new unwrapping features. > >> > >> Best, > >> Joe > >> > >> On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <[email protected]> > >> wrote: > >>> Hey again! > >>> > >>> I just submitted/shared my proposal via the GSOC form and would love to > >> get some feedback from possible mentors, seasoned devs and Ton of > course. > >> As usual I'm also available via IRC. > >>> I'd especially be interested in what specific improvements to the > Unwrap > >> algorithm ("Improved automatic UV Layout") the mentors had in mind when > >> writing the ideas page as well as general feedback regarding the > proposal. > >>> Thanks in advance and best wishes, > >>> Phil > >>> > >>> > >>> > >>> Am 13.03.2016 um 12:49 schrieb Phil Gosch: > >>>> Hey everybody! > >>>> > >>>> My name is Phil Gosch, I'm from Graz University of Technology and I'm > >>>> interested in the "UV Editing Tools" GSOC project. > >>>> I'd be very happy to realize this project and wanted to get some > >>>> help/tipps or hints beforehand, that's why I'm writing this mail. > >>>> > >>>> About me: I'm a long time Blender user and active member of the > Blender > >>>> community. Besides university I'm working as a 3D/Technical Artist > >>>> freelancer, where I'm mostly doing illustrations, visualizations > >>>> including custom tool development and gameart/gamedev. You can have a > >>>> look at my portfolio at my homepage [0] or at my Blender Network > profile > >>>> [1]. > >>>> > >>>> As someone who uses Blender as his main tool on a daily basis I know > the > >>>> UV Editor (and its shortcomings) and because of that fact I not only > >>>> think I'm fitting for this project but I also have a great personal > >>>> interest in improving these tools. I'm no complete stranger to Blender > >>>> core coding, I already had some of my patches applied to trunk a few > >>>> years ago. Of course the codebase is changing all the time, that's why > >>>> I'm already getting familiar with the codebase again. I already > compiled > >>>> the newest Blender version and I'm spending my free time reading > >>>> uvedit_*.c files. ;) > >>>> > >>>> I think the outline presented at the ideas page [2] makes sense, > however > >>>> while writing my proposal I found that I liked the idea of trying to > >>>> convert some of the useful UV python scripts I'm using to C code (I'm > >>>> sure people have lots of scripts they use which I don't even know > >>>> about). So if you use a python addon for the UV tools and would like > me > >>>> to consider it for inclusion into my proposal, please let me know by > >>>> answering to this mail. :) > >>>> > >>>> If any of the potential mentors (Bastien, Campbell, Howard) have some > >>>> useful input I'd be very thankful! Also if anyone could have a look at > >>>> my proposal before submitting that would be great! It's not finished > >>>> yet, but you can poke me anytime on IRC/blendercoders, I'm always > >>>> lurking there. My IRC nick is "saphires". > >>>> > >>>> Best wishes, > >>>> Phil > >>>> > >>>> [0] http://www.saphirestudio.at/ > >>>> [1] https://www.blendernetwork.org/phil-gosch > >>>> [2] > >> http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas > >>>> PS: Sorry if this mail shows up twice, there was an error when I first > >>>> tried sending it > >>>> > >>> -- > >>> pixel-pusher at saphirestudio.at > >>> > >>> _______________________________________________ > >>> Bf-committers mailing list > >>> [email protected] > >>> http://lists.blender.org/mailman/listinfo/bf-committers > >> _______________________________________________ > >> Bf-committers mailing list > >> [email protected] > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > -- > pixel-pusher at saphirestudio.at > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > ------------------------------ Message: 10 Date: Mon, 21 Mar 2016 19:47:48 +0100 From: Phil Gosch <[email protected]> Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools To: bf-blender developers <[email protected]> Message-ID: <[email protected]> Content-Type: text/plain; charset=utf-8; format=flowed Thanks a lot Pawe?, I'll take a closer look and evaluate them! Best, Phil Am 21.03.2016 um 19:46 schrieb Pawe? ?yczkowski: > Hey Phil, > > Here are some UV Editor proposals, not sure about their quality but maybe > you will find them useful: > > https://wiki.blender.org/index.php/User:Axelmening#11._UV_Tools_.28not_finished_yet.29 > > https://wiki.blender.org/index.php/User:Dataday/Proposal#Consistent_UV_Editor_Behavior > > https://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/UV_Canvas_Rotation > > Best, > Pawe? ?yczkowski > > On Mon, Mar 21, 2016 at 7:37 PM Phil Gosch <[email protected]> wrote: > >> Hey Piotr! >> >> Thanks for your input, but improving the packing algorithm is already >> part of the project. >> I wasn't sure if the proposal is intended to be public, but you can find >> it here: >> >> >> https://docs.google.com/document/d/1TEj95pZuE83tB0HuYWwCqlKRHOP6ErA6BkR1818FUho/edit?usp=sharing >> >> The features you mentioned are already part of it. :) >> >> best, >> Phil >> >> Am 21.03.2016 um 19:33 schrieb Piotr Arlukowicz: >>> Another very important feature which is already present and is not so >> good >>> is the packing of islands. It changes the surface of islands in a very >>> unpredictable manner, making similar islands to be scaled very >> differently. >>> This makes packing islands nearly unusable. >>> >>> And another one, which is very missed - is the ability of creating a >> groups >>> of island, which will then act as a single island. This would help manual >>> unwrapping and packing the map A LOT easier! Pinning here does not help >>> much and other tricks still don't make this work-flow fluent enough. >>> >>> pio >>> >>> >>> ?Piotr >>> ? Arlukowicz, BFCT? >>> >>> ?*YT: /user/piotao?feature=guide* >>> *FB:* */polskikursblendera* *TW:* >>> */piotao* >>> *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz >>> <https://www.blendernetwork.org/piotr-arlukowicz>* >>> *Polski Kurs Blendera:* http://polskikursblendera.pl >>> >>> >>> >>> >>> 2016-03-21 14:00 GMT-04:00 Joe Eagar <[email protected]>: >>> >>>> I had an embarrassing moment last year when trying to help a coworker >>>> find a feature in Blender's UV editor. It. . .no longer existed. We >>>> definitely need some work done here. One thing that absolutely drove >>>> her insane was the inability to hide UV islands without altering the >>>> mesh selection state. That was a big deal for her. >>>> >>>> It might be worth concentrating on improving the UI workflow and not >>>> spend too much time on new unwrapping features. >>>> >>>> Best, >>>> Joe >>>> >>>> On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <[email protected]> >>>> wrote: >>>>> Hey again! >>>>> >>>>> I just submitted/shared my proposal via the GSOC form and would love to >>>> get some feedback from possible mentors, seasoned devs and Ton of >> course. >>>> As usual I'm also available via IRC. >>>>> I'd especially be interested in what specific improvements to the >> Unwrap >>>> algorithm ("Improved automatic UV Layout") the mentors had in mind when >>>> writing the ideas page as well as general feedback regarding the >> proposal. >>>>> Thanks in advance and best wishes, >>>>> Phil >>>>> >>>>> >>>>> >>>>> Am 13.03.2016 um 12:49 schrieb Phil Gosch: >>>>>> Hey everybody! >>>>>> >>>>>> My name is Phil Gosch, I'm from Graz University of Technology and I'm >>>>>> interested in the "UV Editing Tools" GSOC project. >>>>>> I'd be very happy to realize this project and wanted to get some >>>>>> help/tipps or hints beforehand, that's why I'm writing this mail. >>>>>> >>>>>> About me: I'm a long time Blender user and active member of the >> Blender >>>>>> community. Besides university I'm working as a 3D/Technical Artist >>>>>> freelancer, where I'm mostly doing illustrations, visualizations >>>>>> including custom tool development and gameart/gamedev. You can have a >>>>>> look at my portfolio at my homepage [0] or at my Blender Network >> profile >>>>>> [1]. >>>>>> >>>>>> As someone who uses Blender as his main tool on a daily basis I know >> the >>>>>> UV Editor (and its shortcomings) and because of that fact I not only >>>>>> think I'm fitting for this project but I also have a great personal >>>>>> interest in improving these tools. I'm no complete stranger to Blender >>>>>> core coding, I already had some of my patches applied to trunk a few >>>>>> years ago. Of course the codebase is changing all the time, that's why >>>>>> I'm already getting familiar with the codebase again. I already >> compiled >>>>>> the newest Blender version and I'm spending my free time reading >>>>>> uvedit_*.c files. ;) >>>>>> >>>>>> I think the outline presented at the ideas page [2] makes sense, >> however >>>>>> while writing my proposal I found that I liked the idea of trying to >>>>>> convert some of the useful UV python scripts I'm using to C code (I'm >>>>>> sure people have lots of scripts they use which I don't even know >>>>>> about). So if you use a python addon for the UV tools and would like >> me >>>>>> to consider it for inclusion into my proposal, please let me know by >>>>>> answering to this mail. :) >>>>>> >>>>>> If any of the potential mentors (Bastien, Campbell, Howard) have some >>>>>> useful input I'd be very thankful! Also if anyone could have a look at >>>>>> my proposal before submitting that would be great! It's not finished >>>>>> yet, but you can poke me anytime on IRC/blendercoders, I'm always >>>>>> lurking there. My IRC nick is "saphires". >>>>>> >>>>>> Best wishes, >>>>>> Phil >>>>>> >>>>>> [0] http://www.saphirestudio.at/ >>>>>> [1] https://www.blendernetwork.org/phil-gosch >>>>>> [2] >>>> http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas >>>>>> PS: Sorry if this mail shows up twice, there was an error when I first >>>>>> tried sending it >>>>>> >>>>> -- >>>>> pixel-pusher at saphirestudio.at >>>>> >>>>> _______________________________________________ >>>>> Bf-committers mailing list >>>>> [email protected] >>>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> _______________________________________________ >>>> Bf-committers mailing list >>>> [email protected] >>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >> >> -- >> pixel-pusher at saphirestudio.at >> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers ------------------------------ Message: 11 Date: Mon, 21 Mar 2016 16:36:05 -0400 From: Longhua Wu <[email protected]> Subject: [Bf-committers] GSoC 2016 Proposal for Solidify Modifier To: [email protected] Message-ID: <CANV9Ej=xkivp2ehjcjkcz0bfpoxyt4bv_4lewa+m59hvral...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Hello there, My name is Longhua Wu, a first-year PhD student from The Ohio State University. I am very interested in the project "Higher quality solidify modifier". I notice that some other students have already posted their proposals. Well, I have some new thoughts and provide another solution to this problem. Here is my proposaldraft link: https://docs.google.com/document/d/17k62c9wWbTZmN0wsyAVw6ySEHhcjpswU6lksp4MUMwU/edit?usp=sharing I am looking forward to mentors' feedback. best, Longhua ------------------------------ Message: 12 Date: Mon, 21 Mar 2016 20:34:32 -0400 From: Sanjana Wadhwa <[email protected]> Subject: Re: [Bf-committers] Google Summer of Code 2016 To: bf-blender developers <[email protected]> Message-ID: <CANas22rAncu1gYzPX61OxqRs8ab1xVD=7ffxp8fbavm2_fp...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Hi Sergey, Thanks for your valuable input, I have submitted a draft for review, and will continue to work on this. Regards, Sanjana On 14-Mar-2016 3:34 am, "Sergey Sharybin" <[email protected]> wrote: > Hi, > > This seems to fine draft, but to become a good application some information > is lacking: > > - What are the users benefits? > - What exact tools you're gonna to implement? > - What would be the user interaction with new tools? > > Here's a template which might help you: > https://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Students > > On Sun, Mar 13, 2016 at 6:51 PM, Sanjana Wadhwa < > [email protected]> > wrote: > > > Hello everyone, > > I am a Master?s student in Computer Science and Engineering at The Ohio > > State University. > > While going through the idea list for GSoC, one idea that I really liked > > was adding the feature of editing normals. > > Although I am only familiar with Blender, I believe I can accomplish this > > task because of theoretical foundation and my coding experience. I have a > > brief document for my proposal, and I would love to hear feedback on it > > because right now it is very vague and needs some concrete milestones: > > > > > https://docs.google.com/document/d/1-db0exYHfhj2SJjAsl-MMURpD1zsyk6j0m-49aEbDzI/edit?usp=sharing > > Thank you for your time, > > Sanjana Wadhwa > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > -- > With best regards, Sergey Sharybin > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > ------------------------------ Message: 13 Date: Tue, 22 Mar 2016 02:19:55 +0000 From: Matheus Sousa Faria <[email protected]> Subject: Re: [Bf-committers] [GSoC] Improved threadability of Compositor nodes To: bf-blender developers <[email protected]> Message-ID: <caa+nzyd5mrz3_4sfjszzd9hnmwn_-+zulzfccux62zxyk6b...@mail.gmail.com> Content-Type: text/plain; charset="utf-8" Hi, I've spotted a bug on the GlareSimpleStar. It turns out that the second for-loop used on the generateGlare was running through only a small part of the image. Producing uneven rays: Before:https://goo.gl/photos/YM4dKxB7NQctiDug6 After: https://goo.gl/photos/imPeh2adWgASZkpu6 I'm sending a small diff that corrects it. Should I open a bug and send the code via the issue tracker? PS: Sorry if this message appears doubled, the first one exceeded the attachment maximum size permitted Thanks Matheus de Sousa Faria -- Matheus de Sousa Faria Software Engineering Student ------------------------------ Message: 14 Date: Tue, 22 Mar 2016 15:27:56 +1100 From: Campbell Barton <[email protected]> Subject: Re: [Bf-committers] [GSOC 2016] - Solidify Modifier To: bf-blender developers <[email protected]> Message-ID: <CAEcf3Nzk=rlrdi_gmdf+jmxukyjeogifybwehowck9giezs...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 On Fri, Mar 18, 2016 at 8:45 AM, Florestan BRUNCK <[email protected]> wrote: > Hi everyone, > > I'm studying Mathematics and Computer Science at McGill University, Montreal and I'm very interested in participating in Blender development. I've been using your software for seven years as a user so I'm really excited to be able to contribute now. > > I'm really interested in the 'Higher Quality Solidify modifier" project, and also the "Cycle denoiser" project but due to my current skill set I think my contribution would be more valuable working on the Solidify Modifier. > > I have a very strong background in Mathematics and although I'm rather new to coding I am comfortable in C, java, python, bash and assembly. > > I got Blender compiled on my computer and had a quick look at some of the documentation. I've located the file MOD_solidify.c and started having a look at it. > > I've read the documentation and it is my understanding that the main issue with the modifier is that the wall thickness is an approximation and might be uneven depending on the base model's topology. To rectify that we'd need to create additional geometry on the outer shell built by the modifier. > > Can any of the mentors in charge of the project confirm that and maybe give me more details as to what the project would consist in and what (mini)-milestones they're expecting the student to reach ? Hi Florestan, a higher quality solidify modifier involves creating an offset surface that resolves self intersections and may have very different topology to the original surface. An interesting paper on this topic http://dl.acm.org/citation.cfm?id=2766955 Searching this list for solidify has some discussions on this topic: http://blender.markmail.org/search/?q=solidify#query:solidify%20list%3Aorg.blender.bf-committers+page:1+state:facets > I started drafting a proposal but obviously so far it's rather empty except for the bio section : https://www.dropbox.com/s/x76wcfj6hb21gje/gsoc-2016.pdf?dl=0. > > Thank you for your time, > > Florestan > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ------------------------------ Message: 15 Date: Tue, 22 Mar 2016 13:34:10 +0900 (JST) From: PerfectionCat <[email protected]> Subject: [Bf-committers] Git repository To: "[email protected]" <[email protected]> Message-ID: <[email protected]> Content-Type: text/plain; charset=utf-8 Hello Devs. Git repository is very very very very slow. May facilities be broken? PerfectionCat Best Regard. ------------------------------ Message: 16 Date: Tue, 22 Mar 2016 15:44:25 +1100 From: Campbell Barton <[email protected]> Subject: Re: [Bf-committers] GSoC 2016 - Improve Undo Memory Usage for Mesh Data To: bf-blender developers <[email protected]> Message-ID: <caecf3ny8qj+vfj8fvr5gda_avljolzqqiqv0-b7wwsi0uu6...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 On Sat, Mar 19, 2016 at 4:02 AM, Nuno Lopes <[email protected]> wrote: > Hello Developers ! > > I am Nuno Lopes and I'm in second year of Computer Science in Universidade > de Evora, Portugal. > > I was looking for blender ideas for this year for google summer of code and > I found this one that i thought interesting but didn't understand how does > it store by looking to is description: > > "Blender?s undo currently compares memory, only storing arrays which > differ, however for editing a mesh - > adding or deleting a single vertex will cause the data to differ, causing > the undo to store a lot of data for each operation." This description was incorrect for edit-mode undo (the entire mesh is store each time), its since been pointed out and corrected. However we do use this method of optimizing undo storage for global-undo (outside of edit-mode). The point is, simplistic array comparison isn't likely to be all that efficient when storing incremental changes. > I didn't understand how it stores, for example: > I have the initial cube when blender starts: > _______ > / /| > /______/ | > | | | > | | / > |______|/ > > Are all 8 vertices and 6 faces stored? > Then I delete the 4 top vertices, does it store what I deleted(4 top > vertices, 8 edges and 5 faces) or what still remains(4 bot vertices, 4 > edges, 1 face) ? Edit-mode uses the BMesh API, see: - https://wiki.blender.org/index.php/Dev:Source/Modeling/BMesh/Design - https://developer.blender.org/diffusion/B/browse/master/source/blender/bmesh/bmesh.h > Best regards, > Nuno Lopes > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ------------------------------ Message: 17 Date: Tue, 22 Mar 2016 16:22:34 +1100 From: Campbell Barton <[email protected]> Subject: Re: [Bf-committers] GSoC interested proposal To: bf-blender developers <[email protected]> Message-ID: <caecf3nxlx2_st2of+gurx9umrpkgqrnwceqp3mtm4nxwlcq...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 On Sun, Mar 20, 2016 at 6:18 AM, Shreyash Shriyam <[email protected]> wrote: > Hi > I am interested in three of the projects in Blender. > > 1. Modeling Sculpting Tools, as I have done a course on linear algebra and > also written k-means code in C and done graphics projects on OpenGL I would > be a good fit for it. > > 2. UV Editing Tools, I have done course on complex number and 3d vector > algebra and proficient in C > > 3. Cycles full sample anti-aliasing support, I have fair experience in C++ > but lack basic knowledge of rendering pipelines in Blender. > > My priority is as per numbering, I need guidance on how to start and email > addresses of mentors for the same. > Also I am hugely attracted to other ideas as well and would like to > continue to be a responsible contributor in future and would like to do > more projects. > Best Regards > Shreyash Hi Shreyash, While we like to help new devs get involved, your asking for general information, which is a little too vague for us to give a useful response to. Try starting by: - Get blender building and a dev environment setup. - Check the code in areas you'd like to be involved with. - Try make some small change improvement. Some useful links: - http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender - http://wiki.blender.org/index.php/Dev:Doc/New_Developer_Advice - https://developer.blender.org/tag/quick_hacks/ -- - Campbell ------------------------------ Message: 18 Date: Tue, 22 Mar 2016 13:58:02 +0800 From: ??? <[email protected]> Subject: Re: [Bf-committers] [GSoC 2016] Sculpting Tools To: bf-blender developers <[email protected]> Message-ID: <cabsp6t+cwks+sobi1zejfqtpgxqjh9kssv0jenttrquxhud...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Hi If you want find referenct software maybe: zbrush and 3dcoat these software's brush system have mature implementation. you can find some video in youtube or in youku. On IRC you can find ideaman(campbell) for more consulting He manage modeling system in Blender . And the draft submit deadline only three or four day left. 2016-03-21 19:08 GMT+08:00 Jiang Cecil <[email protected]>: > Hi, > > My name is Kairong Jiang. I'm a third-year undergraduate student of > Zhejiang University and I major in computer science. I have been working > under professor Yue Chen on a VTK-based program and I'm interested in > making better sculpting tools for blender as my GSoC 2016 project. > > I have been trying the existing sculpting tools of blender and reading some > of the source codes concerning sculpting to make sense of how they work. I > think it wouldn't be too hard to implement the tools proposed on the ideas > page once I figured out how sculpting was done in blender. That is the data > structures of vertices and meshes, and the procedures to manipulate them. I > could really need someone to tell me which specific code those procedures > are implemented so that I can look into it. > > As for the three sculpting tools proposed on the ideas page, I can think > of some intuitive and naive methods to implement them, but I wonder if > there are some better ways. Also it would be nice if someone can tell me > whether there are researches on implementing such tools or implementations > in other 3D modeling softwares and where I can learn about them. > > I tried to use IRC a couple of days ago but I found it confusing that I > have no idea who I should talk to on this topic. I would be appreciated if > anyone could offer me some guidance and discuss further with me about the > details of the project. > > Thanks, > Kairong Jiang > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- ??? ???????????69? kidux Blendercg.com ------------------------------ Message: 19 Date: Tue, 22 Mar 2016 17:01:38 +1100 From: Campbell Barton <[email protected]> Subject: Re: [Bf-committers] GSoC 2016 Proposal for Solidify Modifier To: bf-blender developers <[email protected]> Message-ID: <caecf3nyth0yjeox_fy6e6hqrzey7jtcnq+4-a-xcdsarmrm...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 On Tue, Mar 22, 2016 at 7:36 AM, Longhua Wu <[email protected]> wrote: > Hello there, > > > My name is Longhua Wu, a first-year PhD student from The Ohio State > University. I am very interested in the project "Higher quality solidify > modifier". I notice that some other students have already posted their > proposals. Well, I have some new thoughts and provide another solution to > this problem. Here is my proposaldraft link: > https://docs.google.com/document/d/17k62c9wWbTZmN0wsyAVw6ySEHhcjpswU6lksp4MUMwU/edit?usp=sharing > I > am looking forward to mentors' feedback. Hi Longhua, Your proposed method seems to be performing a surface offset which avoids self-intersections on the surface (which is an improvement). But won't give a guaranteed minimum wall thickness. Would be interested in more details about how you would handle more complex/problematic shapes, eg: http://members.iinet.net.au/~ideasman42/pics/line_offset_issue.png > best, > > Longhua > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ------------------------------ Message: 20 Date: Tue, 22 Mar 2016 18:01:33 +1100 From: Campbell Barton <[email protected]> Subject: Re: [Bf-committers] [GSoC 2016] Sculpting Tools To: bf-blender developers <[email protected]> Message-ID: <caecf3nyosb7rblnc0vvulofagjwqx4tuqdon0ppkvwsw8ns...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 On Mon, Mar 21, 2016 at 10:08 PM, Jiang Cecil <[email protected]> wrote: > Hi, > > My name is Kairong Jiang. I'm a third-year undergraduate student of > Zhejiang University and I major in computer science. I have been working > under professor Yue Chen on a VTK-based program and I'm interested in > making better sculpting tools for blender as my GSoC 2016 project. > > I have been trying the existing sculpting tools of blender and reading some > of the source codes concerning sculpting to make sense of how they work. I > think it wouldn't be too hard to implement the tools proposed on the ideas > page once I figured out how sculpting was done in blender. That is the data > structures of vertices and meshes, and the procedures to manipulate them. I > could really need someone to tell me which specific code those procedures > are implemented so that I can look into it. Hi Jiang, For sculpt logic check on: - https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/sculpt_paint/sculpt.c And for internal structures: - https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/pbvh.c - https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/pbvh_bmesh.c - https://developer.blender.org/diffusion/B/browse/master/source/blender/bmesh/bmesh.h > As for the three sculpting tools proposed on the ideas page, I can think > of some intuitive and naive methods to implement them, but I wonder if > there are some better ways. Also it would be nice if someone can tell me > whether there are researches on implementing such tools or implementations > in other 3D modeling softwares and where I can learn about them. > > I tried to use IRC a couple of days ago but I found it confusing that I > have no idea who I should talk to on this topic. I would be appreciated if > anyone could offer me some guidance and discuss further with me about the > details of the project. > > Thanks, > Kairong Jiang > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ------------------------------ Message: 21 Date: Mon, 21 Mar 2016 20:33:57 +0000 From: "Wu, Longhua" <[email protected]> Subject: [Bf-committers] GSoC 2016 Proposal for solidify modifier To: "[email protected]" <[email protected]> Message-ID: < dm2pr0101mb1152eac66efc869ccdb3b2f5a7...@dm2pr0101mb1152.prod.exchangelabs.com > Content-Type: text/plain; charset="iso-8859-1" Hello there, My name is Longhua Wu, a first-year PhD student from The Ohio State University. I am very interested in the project "Higher quality solidify modifier". I notice that some other students have already posted their proposals. Well, I have some new thoughts and provide another solution to this problem. Here is my proposal draft link: https://docs.google.com/document/d/17k62c9wWbTZmN0wsyAVw6ySEHhcjpswU6lksp4MUMwU/edit?usp=sharing I am looking forward to mentors' feedback. best, Longhua ------------------------------ Message: 22 Date: Tue, 22 Mar 2016 10:58:05 +0100 From: Bastien Montagne <[email protected]> Subject: Re: [Bf-committers] How to Manage Incomplete Tasks that have the Requested Information To: [email protected] Message-ID: <[email protected]> Content-Type: text/plain; charset=utf-8; format=flowed I do not see why we'd use 'need triage' when waiting for OP, 'need triage' means no dev had a look at it so far. Incomplete is totally fine when some data is missing. And it does not get forgotten, since we only keep incomplete tasks alive about one week, even if we forgot to come back immediately once OP answered, we'll catch it in about a week? Might not be ideal, but definitively better than keeping 'need triage' tasks around for bad reasons, totally breaking our quick'n'easy way to check for dead reports. Le 20/03/2016 19:38, Aaron Carlisle a ?crit : > I have noticed that often tasks that are missing some information (a .blend > file for example) > and marked as incomplete seem to be forgotten if the users gives the > requested > information. I purpose that these task be changed back to "Needs Triage" > priority. > It seems that this priority has not been used for its purpose and just used > as a > priority for new tasks. However, if this priority is used for its purpose > I think it will > help these tasks not get lost in the bug tracker. > > Sincerely, > > Aaron Carlisle > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > ------------------------------ Message: 23 Date: Tue, 22 Mar 2016 10:59:47 +0100 From: Sergey Sharybin <[email protected]> Subject: Re: [Bf-committers] How to Manage Incomplete Tasks that have the Requested Information To: bf-blender developers <[email protected]> Message-ID: <CAErtv278Puj0=d+ipoq5ekcnvdeenjhqyqklv5udoj1ac0w...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Is it a proposal to automatically change task status to "Needs Triage" when a comment added? It's a bit tricky, because: - You can't rely on the fact that only author's comment gives required bit of information -- other user and/or developer could provide needed info. - More than one developer can give tips what to test or what to provide additionally. So i would say status will be more clear to be in a developers' control. We should just keep an eye on the incomplete reports and triage them back once new info is provided. Am also not really sure about difference between New / Needs Triage. In order to move tracker back under control workflow should be like: - New reports gets `Needs Triage` status, meaning nobody knows if it's a real bug, limitation or a TODO - Developer checks on that reports, if it's a known limitation or a TODO mentiones this on the wiki TODO list (if needed) and closes the report. - If it's a non-trivial fix the report could be considered a TODO right away. - If all the info is in the report but the developer who triages not really familiar with the area, he changes statsu to Normal and pokes the area maintainer - If the developer knows the area and confirms it's a real bug, the status gets set to Confirmed. We really shouldn't pile reports up in the tracker, move them to a TODO. If report is opened for some time, it's more a TODO! ;) On Sun, Mar 20, 2016 at 10:53 PM, Aaron Carlisle <[email protected]> wrote: > In my mind Unbreak Now! are for things that are things to be solved ASAP > (such as a day or two) > and High are for things that should be resolved before the release. > However, yes one should be enough. > > On Sun, Mar 20, 2016 at 5:22 PM, Julian Eisel <[email protected]> > wrote: > > > I was thinking about proposing a similar idea some time ago, so +1 from > me. > > The downside would be that we don't have a way to mark reports as > > being new, which is useful information. So maybe adding a new priority > > 'New' would make sense? > > > > Further, I think we should only categorize a report as 'Normal' if > > it's actually assigned to a developer and if there's a chance that > > she/he will investigate soon. Even if we improved here already, there > > are still too many old reports set to 'Normal' either assigned to > > nobody or without much hope the person assigned will investigate soon. > > (We might also apply this rule for 'Confirmed' reports). > > > > Following this proposal, criterias for setting priority would look > > something like this: > > * New: Newly created reports, awaiting initial review > > * Needs Triage: Waiting on developer action > > * Incomplete: Waiting on author action > > * Normal: Issue not confirmed yet but assigned to developer > > * Confirmed: Issue confirmed (and assigned to dev?) > > > > BTW, I always wondered why we have both 'High' and 'Unbreak Now!' as > > priorities? They both have the same meaning in essence, so one should > > be enough. > > > > On 20 March 2016 at 19:38, Aaron Carlisle <[email protected]> > wrote: > > > I have noticed that often tasks that are missing some information (a > > .blend > > > file for example) > > > and marked as incomplete seem to be forgotten if the users gives the > > > requested > > > information. I purpose that these task be changed back to "Needs > Triage" > > > priority. > > > It seems that this priority has not been used for its purpose and just > > used > > > as a > > > priority for new tasks. However, if this priority is used for its > > purpose > > > I think it will > > > help these tasks not get lost in the bug tracker. > > > > > > Sincerely, > > > > > > Aaron Carlisle > > > _______________________________________________ > > > Bf-committers mailing list > > > [email protected] > > > http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- With best regards, Sergey Sharybin ------------------------------ Message: 24 Date: Tue, 22 Mar 2016 11:16:41 +0100 From: Sergey Sharybin <[email protected]> Subject: Re: [Bf-committers] [GSoC] Cycles Denoiser To: bf-blender developers <[email protected]> Message-ID: <caertv261e4nok75rdya1jsfrs5r5k3yjolnwb88ozmi8ta2...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Hi, General idea of denoisers is to blur noisy areas. Now, how to detect if the area is noisy or not? There are several approaches to this: it could be image-space variance based approach or it could be an approach based on per-pixel variance. The later one seemed to be more promising from own experiments. Additionally, you should not blur background with foreground (roughly speaking) and you'll need to have a way to distinguish areas which could be blurred together and which are not. It could be based on depth, normal, UV coordinate and so on. All this extra information requires extra memory.. That's what wiki meant basically. I think we'll indeed need to have some sort of "framework" for denoising, so we'll be able to have quick viewport previews with more aggressive algorithms (which are usually not so much temporary stable and will cause low frequency noise in the animation) and we'll be able to have a less aggressive denoiser to simply get rid of last bit of MC noise. Can't speak of exact milestones, that's something dependent on your exact proposal, skills and such.. You might want to have a look into following papers: - Filtering and Blending of High-Variance Light Paths with Perceptual Control, Karsten Schwenk - Guided image filtering, Kaiming He et al. - Recent Advantages in Adaptive Sampling and Reconstruction for Monte Carlo Rendering, M. Zwicker et al. - Removing the noise in Monte Carlo Rendering with General Image Denoising Algorithms, Nima Khademi Kalantari and Pradeep Sen (should be easy to find links, i only have those papers printed, no links handy) There were also some interesting presentation at the SIGGRAPH 2015, you can find some notes and papers titles there: http://s2015.siggraph.org/attendees/courses/events/denoising-your-monte-carlo-renders-recent-advances-image-space-adaptive On Mon, Mar 21, 2016 at 11:40 AM, Fabrizio Destro <[email protected] > wrote: > Hi, thank you for the materials. > > I've just read "Path-space motion estimation [...]" and for what I've > understood they use different tools to reduce the noise on the image: > Decompositions, Motion estimations of reflections and other effects, > Denoising, Spatial and Temporal upsampling. The first milestone could > be to think about a generic framework for denoising in terms of > interfaces and modules, and start implementing a 'skeleton'. > > In their work they cited this research "On Filtering the Noise from > the Random Parameters in Monte Carlo Rendering", on this paper they > talk about a method to reduce the noise which works in image space. > Maybe in a possible schedule the second milestone could be an > implementation of denoiser like that, which works only on the image. > > After these two milestone have been delivered, the next step on the > schedule will be the implementation of the modules inside this > framework (Motions estimations of relfections, etc...) > > > On Sun, Mar 20, 2016 at 8:10 PM, Fran?ois T. <[email protected]> > wrote: > > Hello, > > > > Disney has several recent research on the subject... > > > > https://www.disneyresearch.com/publication/pathspace-decomposition/ > > > > > https://www.researchgate.net/publication/281678889_Boosting_Histogram-Based_Denoising_Methods_with_GPU_Optimizations > > > > > > > > 2016-03-20 19:24 GMT+01:00 Fabrizio Destro <[email protected]>: > > > >> Hello everybody! I am Fabrizio I always wanted to contribute to an > >> Open Source project. I found out about GSoC about three years ago, but > >> I have never applied because I wouldn't have had the time. But, this > >> year I would like to try. > >> > >> I have looked through the proposed ideas and some of them catch my > >> attention. In particularly the Cycles denoiser, I have some questions > >> about it. > >> > >> First, I want to be sure I understand what the goal is. So, the > >> objective is to create a node which, once the rendering is done, will > >> work only on the image with the goal to reduce the noise. > >> > >> I am not sure about this sentence I found on the wiki: "[...] and > >> requires a special buffer with 'delta' information for speed, UV > >> [...]". This means that this node will store some data to speed up the > >> process on the next rendering? and if so, these data will be valid > >> only if the scene didn't change from the last time, right? > >> > >> I am currently doing some research online and I found this publication > >> on the subject http://dl.acm.org/citation.cfm?doid=2776880.2792740 . > >> Does someone have any reference which can be useful? or maybe an idea > >> on some algorithms/researches? > >> _______________________________________________ > >> Bf-committers mailing list > >> [email protected] > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > > > > > > > -- > > ____________________ > > Fran?ois Tarlier > > www.francois-tarlier.com > > www.linkedin.com/in/francoistarlier > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- With best regards, Sergey Sharybin ------------------------------ Message: 25 Date: Tue, 22 Mar 2016 11:18:28 +0100 From: Sergey Sharybin <[email protected]> Subject: Re: [Bf-committers] OpenGL 2D Drawing API GSoC To: bf-blender developers <[email protected]> Message-ID: <caertv25cjhfc2xroz8zbicrzhub-euhc2ahtmbj7fexokkc...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Hi, About where to start: did you check this page [1] already? Not sure why you'll want emails of potential mentors, just keep conversation public here. There are more people here in this list which could help you than possible mentors anyway. [1] https://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Students On Mon, Mar 21, 2016 at 1:58 PM, Shreyash Shriyam <[email protected] > wrote: > Hi > I am interested in in OpenGL 2D Drawing API project as i have intermediate > command on OpenGL 3.0 using C++ bindings and I would like to devote myself > more in this direction, I would like to know where to start from, also > could i get the email addresses of the potential mentors Thanks > Best Regards > Shreyash Shriyam > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- With best regards, Sergey Sharybin ------------------------------ Message: 26 Date: Tue, 22 Mar 2016 11:20:39 +0100 From: Sergey Sharybin <[email protected]> Subject: Re: [Bf-committers] [GSoC] Improved threadability of Compositor nodes To: bf-blender developers <[email protected]> Message-ID: <caertv25_2p0_kpusv6wyo6knq_gbrphdarmcplsowu7jj2i...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Hi, We've got a patch tracker. Check on "Submit Code" on the front page of developer.blender.org. On Tue, Mar 22, 2016 at 3:19 AM, Matheus Sousa Faria < [email protected]> wrote: > Hi, > > I've spotted a bug on the GlareSimpleStar. It turns out that the second > for-loop used on the generateGlare was running through only a small part of > the image. Producing uneven rays: > Before:https://goo.gl/photos/YM4dKxB7NQctiDug6 > After: https://goo.gl/photos/imPeh2adWgASZkpu6 > I'm sending a small diff that corrects it. Should I open a bug and send the > code via the issue tracker? > > PS: Sorry if this message appears doubled, the first one exceeded the > attachment maximum size permitted > > Thanks > Matheus de Sousa Faria > -- > Matheus de Sousa Faria > Software Engineering Student > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > > -- With best regards, Sergey Sharybin ------------------------------ Message: 27 Date: Tue, 22 Mar 2016 11:21:59 +0100 From: Sergey Sharybin <[email protected]> Subject: Re: [Bf-committers] Git repository To: PerfectionCat <[email protected]>, bf-blender developers <[email protected]> Message-ID: <caertv268gsouk_yvw_ux86x3az1efbakwjo9oenpzho2clx...@mail.gmail.com> Content-Type: text/plain; charset=UTF-8 Seems to be regular speed here. We had some DNS issues yesterday which should be fixed now. Is Git still slow for you? On Tue, Mar 22, 2016 at 5:34 AM, PerfectionCat <[email protected] > wrote: > Hello Devs. > > Git repository is very very very very slow. > May facilities be broken? > > PerfectionCat > Best Regard. > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- With best regards, Sergey Sharybin ------------------------------ _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers End of Bf-committers Digest, Vol 140, Issue 22 ********************************************** _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
