Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Ton Roosendaal
Hi, Nobody of the active team suggested to stick to Nvidia. Blender should remain cross platform, as wide as possible. I have the impression the crits here interpret my proposal far too negative. I tried to define it a positive step forward (for our future), and to come with a clear

Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Damir Prebeg
By reading some great proposals I conclude that Blender should have a minim requirement: 1. Quad Core 2. OpenGL 4.3 (pref mid to high nvdia quadro) 3. 8-16 GB memory 4 And beside that maybe Blender should go in direction of Gnome 3, Unity and Win8, and start hiding options from users. Who

[Bf-committers] Cycles: Exposing local axes through object info node?

2013-01-31 Thread Tobias Oelgarte
I'm currently working on a eye shader that utilizes parallax mapping [1], but to do it right (better) i would need to have access to local axes of the object, so that i can transform vectors between local space and world space. I can retain them from the normal and tangents (radial x,y,z), but

Re: [Bf-committers] Cycles: Exposing local axes through object info node?

2013-01-31 Thread Tobias Oelgarte
That is a nice outline, but i also have to assume that implementing it would take a lot of time. But till then the user has no true way to do anything in that direction, even if he implements the functionality using vectors instead of matrices. Having the three vectors is an easy way to

[Bf-committers] Freestyle branch: Freestyle settings are unexpectedly deleted

2013-01-31 Thread IRIE Shinsuke
Tamito-san, When I add a new scene with Link Objects option, the new scene is successfully created, but the original scene loses most of all freestyle settings (linesets, linestyles, etc.). r54178 -- IRIE Shinsuke ___ Bf-committers mailing list

Re: [Bf-committers] Cycles: Exposing local axes through object info node?

2013-01-31 Thread Brecht Van Lommel
I think a Transform node which can transform a vector/point between two spaces (object, world, camera) is probably easiest to use for nodes and not too low level. If you want the individual axes you can extract them by doing a transform with (1, 0, 0), (0, 1, 0), (0, 0, 1). Such a node is on the

Re: [Bf-committers] Cycles: Exposing local axes through object info node?

2013-01-31 Thread Tobias Oelgarte
Thank you for the hint with the normal map node. I had overseen that it already delivers normals in object space. Together with the right colors (x: 1.0, 0.5, 0.5 y: 0.5, 1.0, 0.5, z: 0.5, 0.5, 1.0) it outputs the local normalized axes. Since i can ignore scaling for the most part, it should

Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Jed Frechette
FWIW, I see 3D content creation as a fundamentally high-end endeavor. Being able to start learning Blender on low-end systems is great. However, I want Blender to be taken seriously as a professional tool, not just something you play with until you are able to afford real hardware and

Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Morten Mikkelsen
I just wanted to say that I too agree that we should assume some higher level opengl. I think it would be rather helpful in fact if we didn't rely on traditional fixed function rendering period but instead keep it simple such that we're always using custom shading. It keeps it simpler, easier to

Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Sinan Hassani
By the way, Mesa drives, which are hardware accelerated open source drivers for Linux only go up to OpenGL 3.0 at the moment. So OpenGL 3.0 should be minimum, not OpenGL 3.2. You can support an all shader pipeline with OpenGL 2.x anyway. Mesa hardware accelerated drivers should always serve as

Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Sinan Hassani
By the way, Mesa drives, which are hardware accelerated open source drivers for Linux only go up to OpenGL 3.0 at the moment. So OpenGL 3.0 should be minimum, not OpenGL 3.2. You can support an all shader pipeline with OpenGL 2.x anyway. Mesa hardware accelerated drivers should always serve as

Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Alexandr Kuznetsov
As Wilkins and I said, we are not using OpenGL 3.0+ pipeline right now. We are not even close to it as it would require complete re-implementation. Although we got basic thing working in ES, there is a lot thing to be done before it will become usable. When it does (hopefully next year), we

Re: [Bf-committers] ubuntu unity alt key

2013-01-31 Thread Sean Olson
I personally use the same method as you used suggested, but rebind Unity's alt key to the OS key (windows key) - which blender does not use as far as I know. All works well for me after that change. On Thu, Jan 31, 2013 at 12:30 PM, pa...@telenet.be wrote: Hi all, Since Ubuntu unity

Re: [Bf-committers] ubuntu unity alt key

2013-01-31 Thread Ton Roosendaal
Hi, Additional info: the conflict is not that Unity overrides Blender shortcuts - we could live with that. The issue is that on every (!) ALT keypress, Unity sends the active application a window-deactivate and a window-activate event. Apart from the unnecessary full-UI refresh this invokes,

Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Antony Riakiotakis
3.0+ means, requires, writing -everything- in shaders (except if you use compatibility profile which sort of beats the purpose). It is a totally different mindset than the one we currently use. It is state of the art of course but it also means new design to accomodate for that (shader machine to

Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Chad Fraleigh
On Thu, Jan 31, 2013 at 8:25 AM, Jed Frechette jedfreche...@gmail.com wrote: FWIW, I see 3D content creation as a fundamentally high-end endeavor. Being able to start learning Blender on low-end systems is great. However, I want Blender to be taken seriously as a professional tool, not just

Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Morten Mikkelsen
If development is being held back by attempting to support old hardware and OS versions and no one is willing to step up and support those bits then their use should be depreciated.I would much rather see the limited developer hours available put towards moving Blender forward rather than

Re: [Bf-committers] Minimal Blender specs - 5 year old systems OS

2013-01-31 Thread Campbell Barton
On Fri, Feb 1, 2013 at 11:36 AM, Chad Fraleigh ch...@triularity.org wrote: On Thu, Jan 31, 2013 at 8:25 AM, Jed Frechette jedfreche...@gmail.com wrote: FWIW, I see 3D content creation as a fundamentally high-end endeavor. Being able to start learning Blender on low-end systems is great.