Hi,
On Thu, Nov 19, 2009 at 5:51 PM, Damir Prebeg damir_pre...@yahoo.com wrote:
Thanks for your reply William. I'm Blender user from 2005 and there's a lot
of things in that old UI that bothered me. But I think that making new
mistakes can't fix old problems. Here is some more explanations:
Hi,
On Tue, Dec 1, 2009 at 5:55 PM, Raul Fernandez Hernandez
ra...@info.upr.edu.cu wrote:
+1 for me, my early experiments in unbiasing Render Internal with
pathtracing, and also Final gathering clearly shows the limitations of
the current shading system and prevent advaced rendering
Hi,
I've copied the files over now, sorry it took so long.
Brecht.
On Sun, Dec 6, 2009 at 5:07 PM, Diego B bdi...@gmail.com wrote:
The permission of both file on release/Blender2.50alpha are bad, so I
can't overwrite or remove it, Ton/Jesterking, can you remove this
files ?
On Sun, Dec 6,
Hi Alan,
Here are a number of bugs that seem like they are specific to intel
graphics cards. You could verify if you can redo them, and if possible
try to fix.
Thanks,
Brecht.
http://projects.blender.org/tracker/?func=detailaid=20389group_id=9atid=498
Hi Matt,
Id like to help you too. If you have anything ATI specific you want me to
test just throw it at me.
Here are bugs that appear to be ATI specific:
Thanks,
Brecht.
http://projects.blender.org/tracker/index.php?func=detailaid=19329group_id=9atid=498
Hi Yves,
On Tue, 2009-12-15 at 22:45 -0500, Yves Poissant wrote:
I think I would prefer that we use the term BSDF instead of BxDF. BSDF means
the unification of the BRDF and the BTDF while BxDF means that we don't know
which one of those two we are dealing with. I can see that separating both
Hi Yves,
On Thu, Dec 17, 2009 at 4:37 AM, Yves Poissant ypoissa...@videotron.ca wrote:
Typical legacy shaders that combine diffuse and specular actually are
emulating a double-layer material except that everything is mixed up. Then
we talk about separating passes from those shaders. This
Hi Alan,
Thanks for testing! Using latest graphics drivers is still important it seems.
I had several of the same problems with regards to ogl hardware issues.
That was when I first got 2.5 Alpha. I can duplicate most by turning off my
systems Intel GMA. However, my system works very well
Hi Tom,
Bringing some area to be industry leader in 1 or 2 months is
absolutely impossible, no matter how many developers work on it.
Development speed does not even remotely scale linearly by the number
of concurrent developers working on it. Having all the developers
working on one area would
Hi Yves,
On Tue, Jan 5, 2010 at 4:57 AM, Yves Poissant ypoissa...@videotron.ca wrote:
What
I'm interested in for the design is, what kind of informations needs
to flow between nodes for such energy conservation to work for
example? Currently my thinking is that we need:
* eval: given in/out
Hi Damien,
OpenGL Anti-aliasing implementation for blender windows
I'm not sure what your plans are, but this needs more work..
There should be a user preference as it is usually quite a bit slower,
for all drawing, but especially when working with detailed scenes.
Further, the antialiasing
Hi,
On Fri, Jan 8, 2010 at 12:35 PM, Carsten Wartmann c...@blenderbuch.de wrote:
Mike Pan schrieb:
For me, antialiasing had always causes box-select to behave strange when
'occlude geometry' is turned on. Can anyone else confirm that?
Same here.
See bug here in the tracker
When I generate an MSVC project with CMake, the header files are in
the project, dependencies seem to be taken into account correctly,
wildcards are used to automatically add/remove files, .. is there an
actual problem here?
Brecht.
On Sun, Jan 10, 2010 at 10:53 PM, Erwin Coumans
Hi Joe,
I'm trying to understand when using a memory pool for small
allocations would help here. I doesn't avoid any of the overhead of
our own guardedalloc code, it just replaces malloc. So it's basically
expected to be a better malloc, in case the one provided by the system
doesn't work well?
Hi Joe,
Right, I replied to the wrong mail, I was talking about the
guardedalloc changes. I understand this is experimental, but I don't
think some more experimentation will be prove this to be the right
thing to do. It may well lead to a speedup in simple test cases, but a
simple use of pooling
Hi Matt, Joshua,
I fixed a few more conversion problems, but driver evaluation with
scripted expressions is still giving different results in some cases.
They are currently working in degrees but should probably give input
variables in radians and only convert to degrees the result of the
Hi,
I don't think we should try to support people installing scripts there
and try to make the build systems clever about this. These really are
just standard building rules, don't work in directories or files that
are autogenerated by the build system because any changes will get
overwritten. If
Hi,
On Tue, Feb 16, 2010 at 1:21 PM, Sergey I. Sharybin g.ula...@gmail.com wrote:
Am I right that in this case we should have absolutely new constructite
modifiers for curves (i mean existing handlers will be useless for curves)?
Maybe it would be better to have some common interface for
Hi,
Better motion blur would be great to have, as would dozens of other
rendering features. The problems isn't that we don't know how to do
it, just a matter of time.
Doing renderman style motion blur requires to do shading per vertex
instead of per pixel. This requires something like
Hi,
I don't think this is a good idea, it really sounds like an abuse of
the concept of an empty to me, and a special object type for this also
seems too specific. Why not just use an mesh with a texture applied
and add the option to always show an object in a certain draw mode
somehow (which is
Hi,
Campbell and I discussed this a bit further. Using a mesh is less
drastic a design change, but actually making this work well will
probably be more complicated code, while at the same time being less
easy to use. Also using it as a clone image for painting would be
considerably more
Hi,
On Thu, Mar 18, 2010 at 1:51 AM, Benjamin Tolputt
btolp...@internode.on.net wrote:
To sum up my opinion, sandboxing is very hard and not something we can
solve once, it requires continuous attention, so let's not even try
it. Instead, the install addon operator should warn about security
Hi,
I've reorganized the page a bit and organized the ideas I think would
be good projects. Though they're on the ambitious side since they're
taken from the existing page, we can definitely replace some with more
practical work rather than shiny features. The others I've put under
the title
Hi,
Regarding more options for what to bake, it should just support baking
any render pass, this is not even hard to add.
Having bake layers automates things more but still does not solve the
problem that you can't use the same material for baking and rendering
(or running in the game engine),
Hey Sergey,
I now get a warning compiling editcurve.c:
In function ‘memcpy’,
inlined from ‘subdividenurb’ at
/media/data/blender-250/blender/source/blender/editors/curve/editcurve.c:1952,
inlined from ‘subdivide_exec’ at
Hi,
On Wed, Mar 24, 2010 at 10:38 AM, Campbell Barton ideasma...@gmail.com wrote:
Hi Konrad,
Your proposal looks really promising,
Though this isn't my area, I'd say ptex is more a rendering feature
and wouldn't conflict with BMesh.
To clarify, I think PTex should not be only a rendering
Hi Konrad,
On Wed, Mar 24, 2010 at 1:14 PM, Konrad Wilhelm Kleine
kon...@konradwilhelm.de wrote:
Concerning multires sculpting, are you thinking of an adaptive mesh
resolution depending on the sculpting detail or do you think of a
specific increase of the Ptex texture file for the faces the
Hi,
I came across this code recently too, and I think we should just
remove it (and similar code for parenting). This is from before the
dependency graph.
Also, I think it's a good rule to never change user edited data during
evaluation, like setting these pointers to NULL, either the data is
Hi,
I've added an option bl_preview now to let the external render engine
also render the preview. This is just like a regular render (the
preview scene is a .blend file embedded in Blender), so should be
simple to get working.
If you want more flexibility, we could make the preview template
Hi Sergey,
I think it's a bad idea to clear points during evaluation. It's
unpredictable from a user point of view, and can give problems with
the dependency graph and threading. Second, you still have to check it
on evaluation because linked objects may change type (or the object
itself may be
Hi,
On Fri, Apr 2, 2010 at 12:01 PM, Andrea Weikert and...@aweikert.de wrote:
How are relative paths handled? I would like a way to better handle
these than they are handled currently - I have some code for a generic
filepath struct that I didn't have time to finish yet but it would be
worth
This was intentionally left out, it's an option for backwards
compatibility. Is there a reason to add it back?
Brecht.
On Sat, Apr 3, 2010 at 9:57 AM, Daniel Salazar zan...@gmail.com wrote:
Revision: 27968
For animations where you switch between cameras you want all of them
to have the same settings, it makes no sense to change resolution in
the middle of an animation, and keeping all cameras settings in sync
would be a lot of work. Besides that, these settings also apply to the
sequencer and
Hi,
This is not good software architecture, but it would need much deeper
changes to fix. Blenlib is intended to be a library with more generic
data structures, like lists, hashes, not something specific like
DerivedMesh. And you can't pull DerivedMesh out of blenkernel without
creating a two way
Hi,
On Tue, May 11, 2010 at 10:40 AM, Rob M rob.nos...@4mation.co.uk wrote:
I agree with most of this but why can't the default location for the system
data files be in the datafiles sub directory of the directory where the
blender executable resides?
Proposal looks fine to me, but I agree
any data in /usr/bin.
Ken
On 05/11/2010 02:37 AM, Brecht Van Lommel wrote:
Hi,
On Tue, May 11, 2010 at 10:40 AM, Rob Mrob.nos...@4mation.co.uk wrote:
I agree with most of this but why can't the default location for the system
data files be in the datafiles sub directory of the directory
Hi,
I've been looking into the implicit solver code since yesterday, and
made one change which seems to help stability (will be committed
soon). Instead of doing the implicit integration on all hairs at once,
it is now done on individual hairs. I found that usually the conjugate
gradient takes
Hi Jens,
On Tue, May 18, 2010 at 11:45 PM, bjornmose bjornm...@gmx.net wrote:
I don't know too much about Daniels implementation of the ODE solver.
But in general:
GC is known to find a local minimum if:
snip
I hope i could give some hints.
If I was not clear enough, don't hesitate to
Hi,
I added the three options to the main menu, but didn't finish things
properly. My intention was that for Xvid/Ogg/h.264 we would expose a
few of the encoding settings, get good defaults for the others, maybe
make a simplified quality slider, and then hide the encoding panel.
Any help with
Changing the default .blend also would not be enough, since existing
.blend files still wouldn't be converted. Here's the code you can add
at the end of do_versions in readfile.c.
for (brush= main-brush.first; brush; brush= brush-id.next)
if(brush-detail == 0.0f)
brush-detail = 0.25f;
Hi,
On Tue, Jun 1, 2010 at 11:43 PM, Tom M letter...@gmail.com wrote:
Talking with nick bishop he has stated that we already have it
possible codewise for each object to enter modes, but that globably we
disallow it.
It would be desirable to change that.
Even though it is now easier to
Hi,
On Sat, Jun 5, 2010 at 3:17 AM, Brendon Murphy meta.androc...@gmail.com wrote:
1/
All the Add-On Primitives use a Re-Call menu function.
This is in the add_edit_object_parameters.py Add-Ons script. (in add_mesh
category)
Basically it lets you re-create the objects menu after you have
Hi Nicholas,
This is not the right fix, the dependency graph should ensure that
ob-derivedFinal is created before this modifier runs. Previously
modifiers called mesh_get_derived_final, but with dependency cycles
this can hang.
Thanks,
Brecht.
On Mon, Jun 7, 2010 at 8:21 PM, Nicholas Bishop
, Brecht Van Lommel bre...@blender.org wrote:
Hi Nicholas,
This is not the right fix, the dependency graph should ensure that
ob-derivedFinal is created before this modifier runs. Previously
modifiers called mesh_get_derived_final, but with dependency cycles
this can hang.
Thanks,
Brecht
Hi,
I made this an opt-in rather than opt-out thing because there's about
10x more places that don't need it than places that do. Mouse trails
would be opt-in too by the way.
My reasoning was that this is like a mouse trail but simpler
implementation, just add an extra case INBETWEEN_MOUSEMOVE:
Hi,
Here's a proposal to remove a number of features before 2.6. I've been
gathering items on this list for the last few months as I came across
them. If there is enough agreement I can make the changes quickly. If
you agree or disagree with items on the list, please read the
explanation at the
Hi,
All vertex/halo/strand coordinates are already in camera space, except
when obi-flag R_TRANSFORMED is set, in which case they need to be
multiplied with obi-mat (for instancing). Shading is done in camera
space, and lamps have camera space coordinates too.
Brecht.
On Tue, Jul 20, 2010 at
This bug seems to have been introduced in revision 30637, after the
beta release. Still I think it's a good idea to follow up quickly with
another build in a few weeks, for RNA renaming and hopefully a good
amount of bugs fixed by then.
Brecht.
On Fri, Jul 23, 2010 at 4:54 AM, Campbell Barton
Hi,
On Sat, Jul 24, 2010 at 4:02 AM, Matt Ebb m...@mke3.net wrote:
On 24/07/2010, at 00:04 , Brecht Van Lommel wrote:
Revision: 30654
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=30654
Author: blendix
Date: 2010-07-23 16:34:43 +0200
Hi Andrea,
On Wed, Jul 21, 2010 at 7:49 AM, Andrea Weikert elu...@gmx.net wrote:
Revision: 30565
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=30565
Author: elubie
Date: 2010-07-21 07:49:48 +0200 (Wed, 21 Jul 2010)
Log Message:
On Fri, Jul 30, 2010 at 3:26 PM, Matt Ebb m...@mke3.net wrote:
On 30/07/2010, at 21:50 , Brecht Van Lommel wrote:
Log Message:
---
2.5: remove vertex normal flip option, this is more harmful than helpful
in many cases, and also gave incorrect rim lighting.
Hi brecht, shi-flippednor
Hi all,
Here's a few more details on the changes. My contract at the Blender
Institute was until the end of this month, and I've been contemplating
a bit what I should do in the future. It's been great working here,
and I'm very grateful to Ton, he gave me a lot of freedom to work on
what I
Hi all,
I've written some docs on the render branch changes, more coming:
http://wiki.blender.org/index.php/Dev:2.5/Source/RenderBranch
I'll also release a patch for the new shading nodes, however they are
only in a prototype stage and far from finished. There's no clear plan
yet for when to
This should have been reviewed before committing. I can see various
problems quickly scanning over the code...
On Fri, Aug 6, 2010 at 7:42 PM, Tom Musgrove letter...@gmail.com wrote:
Revision: 31116
Hi,
I think this declarative UI is an interesting experiment, but in this
state it also doesn't really address any important problems. In my
opinion it's only useful when it's used for a GUI designer, there's a
small improvement in readability for simple cases, but for more
difficult cases with
Hi Campbell,
Thanks for doing this tedious work. I read over the list, noticed these.
Brecht.
Actuator|SoundActuator.max_distance_3d - distance_3d_max: float
The maximum distance at which you can hear the sound
Actuator|SoundActuator.reference_distance_3d - distance_rest_3d:
float The
To fix the error, you can include BLI_string.h and use BLI_snprintf instead.
Brecht.
On Fri, Sep 3, 2010 at 1:55 AM, Dalai Felinto dfeli...@gmail.com wrote:
Anyone building it in Windows?
/poke
2010/8/25 Dalai Felinto dfeli...@gmail.com:
Hi Nicholas,
I'm trying to build your branch here
There is a bug about it in the tracker:
http://projects.blender.org/tracker/index.php?func=detailaid=23059group_id=9atid=498
It has to switch to edge mode to do the loopcut, it simply doesn't
switch back yet like it used to.
Brecht.
2010/9/25 Flávio Pontes flaviocpon...@gmail.com:
It's really
Hi,
Since relicensing is going to be very difficult and communicating from
another process messy, maybe we could simply do this.
If there is agreement, we could make a statement as developers that we
don't consider certain things (external render engines, game engines,
exporter libraries) as a
Hi,
On Wed, Nov 24, 2010 at 9:32 PM, Alex Combas blenderw...@gmail.com wrote:
Ton I think you know full well the potential which is being thrown away.
So if you feel we should not pursue this, then I will agree with you.
But I'm disappointed, as far as freedom goes no one would even notice
Hi Lukas,
From the video, this looks very nicely done, I'll go over the patch later.
Brecht.
On Thu, Nov 25, 2010 at 8:22 AM, Lukas Tönne
lukas.toe...@googlemail.com wrote:
Here's a small video demoing the feature:
http://www.youtube.com/watch?v=OUidTgzy8zo
On Wed, Nov 24, 2010 at 1:28 PM,
Hi,
This was a bugfix to solve crashes when freeing VBO's from other
threads, to do it inside the main thread instead. These buffers were
previously freed immediately in GPU_buffer_free, this call just
delayed them. It doesn't do any more freeing than before as far as I
can see, the check
Here's a modified patch:
http://www.pasteall.org/17139/diff
The uneven font sizes look quite bad to me, they seem to be just a
horizontally stretched version of font size - 1.
On Fri, Nov 26, 2010 at 10:18 AM, Michael Fox mfoxd...@gmail.com wrote:
Hi all quick question is there anyway of
Hi Matt,
On Fri, Nov 26, 2010 at 12:28 AM, Matt Ebb m...@mke3.net wrote:
On Thu, Nov 25, 2010 at 4:10 AM, Campbell Barton ideasma...@gmail.com wrote:
On Wed, Nov 24, 2010 at 5:08 AM, Matt Ebb m...@mke3.net wrote:
One possible solution is to queue unique update functions for each
update, per
Hi,
It's not very likely to get into trunk, it's unfinished. In
particular, there's problems with raytracing and shadows, that would
need a lot more work. Other render branch features are more stable, so
when a merge happens, I'll focus on those.
Brecht.
On Tue, Nov 30, 2010 at 11:35 AM, Martin
Hi,
The commit log for the bugfix is here:
http://lists.blender.org/pipermail/bf-blender-cvs/2010-November/032167.html
Brecht.
On Wed, Dec 1, 2010 at 12:27 PM, LAHMAR Radhia lahmar.rad...@gmail.com wrote:
Hi,
For a scolar projet, I have to study a bug in blender. I chose this one (
Hi,
I think negative colors should be opt-out. I don't think it's really
harmful, usually it will just give black in cases where it's not
useful, and developers will forgot to opt-in when adding new
properties. Negative material colors may be a case where this is
actually useful in some rare
For render layers and passes you can already write pixels, the rect
property is an array of pixel values.
Brecht.
On Fri, Dec 17, 2010 at 2:20 PM, Doug Hammond
doughamm...@hamsterfight.co.uk wrote:
Another +1 request here too, especially if the pixel write extends to
RenderLayer
Cheers,
Hi,
The system is automatic, since as you mentioned they can be changed,
so a solution will mostly require coding. There's two big improvements
possible that I can think of.
For properties, there are no shortcuts shown. There's a few standard
operators to modify properties, those could be
Hi,
I am not sure I understand what is going on. If I am understanding
this, transforms are operators but Smooth is a property?
Short cuts are on; Transforms, Objects, Keyframes, Repeat, Grease Pencil.
But not Shading or Any of the buttons of the 3d View area.
Shade Smooth/Flat are
Probably it's not calling makesrna.exe, but linking it? The call only
has a single parameter, so that's probably not exceeding the limit.
Scons has a solution for this, but it is commented out, in SConstruct:
# xxx commented out, as was supressing warnings under mingw..
#if env:
#
Hi all,
In november there was already a discussion here about python class
auto registration, but there was no agreement on the issue. So I was
asked to try to cut the knot here, and I'm proposing to revert to
manual registration.
On first thought, I prefer auto registration, because it
Hi Jeroen,
I'll comment on the tiling / OpenCL proposal itself in another mail later.
I agree with Matt that it would be good to address a number of design
issues first. Perhaps these could be implemented before work on tiling
or OpenCL begins.
* Automatic data type conversion between nodes.
*
Hi Jeroen,
Node compiler. I really dislike code going through a node compiler.
OpenCL is basically C with some restrictions and a few extra
qualifiers, let's take advantage of that and for the CPU just compile
as part of the regular compilation process. It's not clear to me why
this node compiler
Hi,
On Fri, Jan 21, 2011 at 10:31 PM, Aurel W. aure...@gmail.com wrote:
DOF and Blur you can take care of with overlapping source tiles as long as
you know the maximum fetch distance (the blur radius, basically). Takes a
bit more memory but it means you can parallelize them pretty much how
Hi,
I don't really see the order problem as a problem we have to solve. If
you're registering multiple things, then it seems logical to me that
if A references B, you register B first and then A. It's not clear to
me where these potential complex rules would show up?
Brecht.
On Sat, Jan 22,
Hi,
When you enable instancing, it will only do it for objects that have
more than one instance. So for that there should be no performance
regression. It can degrade performance due to the overhead of the ray
transforms, and because of lower BVH tree quality. Also when
instancing meshes with
Hi,
This patch and the other one you posted contain many formatting
changes, please keep those out of patches, it's hard to see what you
changed.
Regarding this fix, it would be better to store original
roll/head/tail + loc/rot/scale on entering edit mode in the EditBone,
and then use that when
Oelgarte
Am 01.02.2011 18:47, schrieb Brecht Van Lommel:
Hi,
This patch and the other one you posted contain many formatting
changes, please keep those out of patches, it's hard to see what you
changed.
Regarding this fix, it would be better to store original
roll/head/tail + loc/rot/scale
=detailaid=25901group_id=9atid=127
Did you mean something else, a bugreport maybe? (Im not familiar with
the tracker)
Am 01.02.2011 21:11, schrieb Brecht Van Lommel:
Hi,
We should continue discussion in the patch tracker, please open a
report there. I'll reply later trying to explain what I mean, I
Hi Dalai,
Good proposal. Backwards compatibility is possible if you
automatically add/modify materials, though the conversion code would
get messy.
On Fri, Feb 4, 2011 at 1:32 PM, Carsten Wartmann c...@blenderbuch.de wrote:
So I think it have to be possible
to show all the textures in GLSL
Hi,
On Thu, Feb 10, 2011 at 5:40 PM, ra...@info.upr.edu.cu wrote:
float *vert= (float *)MEM_callocN(3*me-totverts*sizeof(float ),
vertsmooth);
eve= em-verts.first;
int counter = 0;
while(eve) {
if(eve-f SELECT) {
(eve-tmp).p =
Hi,
So, looking at this again, as I understand it, the main decision that
needs to be taken is if we want auto registration to be opt-in or
opt-out. The only difference would be a few standard lines at the end
of scripts. I prefer this to be opt-in personally.
Regarding the implementation,
Hi,
I don't know any of current bugs with shape keys when adding/removing
vertexes. However, what this may be referring to is that as you add
vertices, they will all simply have the same position in all shape
keys. Blender makes no attempt to cleverly set the positions of those
new vertices in
using shapekeys) ;-)
Greetings
Tobias Oelgarte
Am 11.02.2011 14:44, schrieb Brecht Van Lommel:
Hi,
I don't know any of current bugs with shape keys when adding/removing
vertexes. However, what this may be referring to is that as you add
vertices, they will all simply have the same
Hi,
On Thu, Feb 17, 2011 at 12:06 PM, Matt Ebb m...@mke3.net wrote:
On Thursday, February 17, 2011, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
It makes perfect sense if you know how it works
it doesn't make perfect sense and it never did in 2.4 either. The
reason for this is
Hi,
If this is about an addon, there seems to be a function to check if it
is running:
import addon_utils
addon_utils.check('space_view3d_3d_navigation')
If not then it seems more difficult. I might be wrong here, but I
think in that case there isn't really any running 'script object' that
Thanks for pointing out, should be fixed now.
Brecht.
2012/4/16 自分らしく 「のん」です sindra1961reb...@yahoo.co.jp:
All are developer's hardship externals.
Isnan of the function is not defined in the compiler in accordance with C90.
It is necessary to define individually as a macro or to use the
Please report issues in the bug tracker if you find them and can give
us steps to redo and investigate the problem. We can't efficiently
follow up on and keep track of bugs if they are reported here.
Brecht.
On Tue, Apr 17, 2012 at 12:26 PM, Knapp magick.c...@gmail.com wrote:
I wanted to report
for this.
See: bmesh_mesh_conv.c:772, below /* find if this key is a basis for
any others */
Should this basis check here do something similar or perhaps the bmesh
could store this as a separate setting?
On Wed, Apr 18, 2012 at 12:24 AM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
Revision
Hi,
From the build log it looks like scripts are manually being copied
rather than using make install.
To make it work, you'd need to copy intern/cycles/blender/addon to
somewhere/scripts/addons/cycles.
Brecht.
On Thu, Apr 19, 2012 at 3:45 PM, Richard Shaw hobbes1...@gmail.com wrote:
On Thu,
Augustin is right, it works, but only for the Transparent BSDF. In
Cycles, Transparent is defined to work as, render as if there was no
geometry there, which also affects AO and shadow rays.
The case could be made that the Glass BSDF should also work this way
for AO rays, but it gets fuzzy then,
Hi all
Latest status for release is:
* Release notes are ready on blender.org and wiki.
* Still waiting for splash screen, presumably we get that very soon.
* Regression tests have not revealed any showstoppers yet, but we keep
testing and investigating.
* With some luck we can commit splash,
I agree here, I think it's more important to compile easily than to
require the configurations in svn to match the release exactly. We
don't really enforce this with cmake or on other platforms either.
Brecht.
On Mon, Apr 30, 2012 at 3:20 AM, Harley Acheson
harley.ache...@gmail.com wrote:
Scons
Hi,
On Thu, May 3, 2012 at 5:15 PM, Tyler Mercer tyleramer...@gmail.com wrote:
@Brecht: Thanks for the advice. I'd actually be creating a duplicate of the
mesh, subdividing it (simple, not Catmull-Clark), and assigning vertex
colors, which would then be baked to a UV (with the same coordinates
me toward?
Thanks.
On Thu, May 3, 2012 at 9:49 AM, Brecht Van Lommel
brechtvanlom...@pandora.be wrote:
Hi,
On Thu, May 3, 2012 at 5:15 PM, Tyler Mercer tyleramer...@gmail.com
wrote:
@Brecht: Thanks for the advice. I'd actually be creating a duplicate of
the
mesh, subdividing
Old files should be backwards compatible as much as possible and
certainly not crash Blender. I don't understand why it would crash
though, usually that's when opening files created in a branch in
trunk? If the latest trunk changes are merged it should be fine, and
that needs to be done before
Brecht Van Lommel:
Revision: 46383
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=46383
Author: blendix
Date: 2012-05-07 10:53:12 + (Mon, 07 May 2012)
Log Message:
---
GHOST/Cocoa: detect tablet event to disable continuous grab. Don't
On Tue, May 8, 2012 at 2:03 PM, Campbell Barton ideasma...@gmail.com wrote:
Brecht: should we add?:
46366
No, this is a fix for a new feature.
Brecht.
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Hi Sergey,
Did some testing and looked into the commits you mentioned to see if
they got merged / left out correctly. All looks ok to me. Thanks for
doing this messy job :)
Brecht.
On Wed, May 9, 2012 at 12:20 AM, Sergey Sharybin sergey@gmail.com wrote:
* 46159: seems to be a fix for
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