[Bf-committers] Adding 360 Video Tools to VSE

2018-02-14 Thread Leo Sutic

Hi all,

I have been experimenting with 360 video and Blender, and have developed 
two effect strips for the VSE that I think could be useful. I would like 
to take this to the next step in the development process, which is to 
write a wiki page with the project proposal.


I'd like to have a wiki account.



The code as it is right now (but of course this is something that I 
expect to change): 
https://bitbucket.org/leo_sutic/blender/branch/blender-360-video


A blog post I made about the tools, showing examples: 
https://monochrome.sutic.nu/2018/02/14/360-video-with-blender.html


/LS
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Re: [Bf-committers] Baking Princlipled/PBR maps and lightmaps for Eevee

2018-02-14 Thread Adriano Oliveira
Thank you, Clément. I understand your point.
Congratulations for the outstanding achievements so far.


Livre
de vírus. www.avast.com
.
<#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>


*Adriano A. Oliveira*
Coordenador do Colegiado do Curso de Cinema e Audiovisual
Universidade Federal do Recôncavo da Bahia (UFRB)
Centro de Artes Humanidades e Letras (CAHL)
Matrícula: 1673892
(71) 99181-0123 [VIVO]

2018-02-14 11:09 GMT-03:00 Clément FOUCAULT :

> HI Adriano,
>
> Lightmap support in eevee is not trivial. If you just want to bake the
> irradiance (diffuse) in cycles and use it in eevee you can add an emission
> node with the lightmap multiplied by the diffuse color, and  set the
> diffuse color in other bsdf nodes to black.
>
> And creating really good lightmaps system is not easy. We would need to
> encode the lighting directionallity and I don't even know if cycles can do
> that. Also managing instances UV offsets/scalling/packing is another
> problem.
>
> It's not in our short term goals for sure.
>
> Regards.
>
> 2018-02-14 14:21 GMT+01:00 Adriano Oliveira :
>
> > Hi,
> >
> > Cycles bake was a great thing implemented by Dalai. With the workflows
> > pointing out to PBR, I hope we have some time for adjustments/additions.
> >
> > This is my contributions (not asking for/demanding anything):
> >
> > 1. The Cycles bake workflow is not intuitive. The need for a image
> texture
> > node alone selected in the shader is not ideal. Good addons like TexTools
> > solve this, but I think it should be addressed in 2.8 with new depsgraph.
> >
> > 2. We should be able to bake some missing real PBR maps: Roughness,
> > Metallic... (Ok, we can already do it manually in most scenarios).
> >
> > 3. We need to Bake Cycles Lightmaps (32bits). This is a real deal for
> > Eevee. Baked Shadows are not enough. Plus, objects with lightmaps should
> > not be affected by Eevee Irradiance Volume and static lights.
> >
> > Hope we can get there somewhere in time. ;)
> >
> >
> > *Adriano*
> >
> >  > source=link_campaign=sig-email_content=webmail>
> > Livre
> > de vírus. www.avast.com
> >  > source=link_campaign=sig-email_content=webmail>.
> > <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > https://lists.blender.org/mailman/listinfo/bf-committers
> >
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Re: [Bf-committers] Baking Princlipled/PBR maps and lightmaps for Eevee

2018-02-14 Thread Clément FOUCAULT
HI Adriano,

Lightmap support in eevee is not trivial. If you just want to bake the
irradiance (diffuse) in cycles and use it in eevee you can add an emission
node with the lightmap multiplied by the diffuse color, and  set the
diffuse color in other bsdf nodes to black.

And creating really good lightmaps system is not easy. We would need to
encode the lighting directionallity and I don't even know if cycles can do
that. Also managing instances UV offsets/scalling/packing is another
problem.

It's not in our short term goals for sure.

Regards.

2018-02-14 14:21 GMT+01:00 Adriano Oliveira :

> Hi,
>
> Cycles bake was a great thing implemented by Dalai. With the workflows
> pointing out to PBR, I hope we have some time for adjustments/additions.
>
> This is my contributions (not asking for/demanding anything):
>
> 1. The Cycles bake workflow is not intuitive. The need for a image texture
> node alone selected in the shader is not ideal. Good addons like TexTools
> solve this, but I think it should be addressed in 2.8 with new depsgraph.
>
> 2. We should be able to bake some missing real PBR maps: Roughness,
> Metallic... (Ok, we can already do it manually in most scenarios).
>
> 3. We need to Bake Cycles Lightmaps (32bits). This is a real deal for
> Eevee. Baked Shadows are not enough. Plus, objects with lightmaps should
> not be affected by Eevee Irradiance Volume and static lights.
>
> Hope we can get there somewhere in time. ;)
>
>
> *Adriano*
>
>  source=link_campaign=sig-email_content=webmail>
> Livre
> de vírus. www.avast.com
>  source=link_campaign=sig-email_content=webmail>.
> <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
> ___
> Bf-committers mailing list
> Bf-committers@blender.org
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[Bf-committers] Baking Princlipled/PBR maps and lightmaps for Eevee

2018-02-14 Thread Adriano Oliveira
Hi,

Cycles bake was a great thing implemented by Dalai. With the workflows
pointing out to PBR, I hope we have some time for adjustments/additions.

This is my contributions (not asking for/demanding anything):

1. The Cycles bake workflow is not intuitive. The need for a image texture
node alone selected in the shader is not ideal. Good addons like TexTools
solve this, but I think it should be addressed in 2.8 with new depsgraph.

2. We should be able to bake some missing real PBR maps: Roughness,
Metallic... (Ok, we can already do it manually in most scenarios).

3. We need to Bake Cycles Lightmaps (32bits). This is a real deal for
Eevee. Baked Shadows are not enough. Plus, objects with lightmaps should
not be affected by Eevee Irradiance Volume and static lights.

Hope we can get there somewhere in time. ;)


*Adriano*


Livre
de vírus. www.avast.com
.
<#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
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