Re: [Bf-committers] Blender developers meeting notes - 2018-02-12
Hi Bastien, Thanks for your answer and advices. I will change my python files to use the relocate operator. I understand for the 2.79a process, no problem. Thanks again. Le 13 février 2018 13:56:04 GMT+01:00, Bastien Montagne <montagn...@wanadoo.fr> a écrit : >Hi Manuel, > >Ah, will check deeper on T53977, but pretty sure a fix won't make it >into 2.79a, we are way, way too late in release process to accept any >new change besides dead-safe and sound one-line fixes… > >Also, please note that using relocate operator for libs is preferred >way >to do that now, it should have much better handling of libs, and you do > >not even need to save & reload your file! > >Cheers, >Bastien > > >Le 13/02/2018 à 09:24, Manuel Rais a écrit : >> Le Lundi, Février 12, 2018 20:01 CET, Bastien Montagne ><montagn...@wanadoo.fr> a écrit: >> Hi all,1) Blender 2.79 'a' release >> >> - RC build did not show much issues, we shall aim to final release >this >> week. >> Hi Bastien, >> I'm the supervisor (and lead td) on a french animation tvshow >(Non-Non by Mathieu Auvray) and I got a main issue with libraries >linking in this production. >> I've posted a bug here : https://developer.blender.org/T53977 >> We have thousands of assets and thousands of shots. All done in >Blender :) >> So many many connections between them. >> >> I just wanted to know if this bug would be handled by the developers >before the 2.79a release. >> I've tried to fix this but my knowledge in C and blender code is too >weak :( >> Thanks. >> >> -- >> Manuel Rais >> m...@g-lul.com >> >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> https://lists.blender.org/mailman/listinfo/bf-committers > >___ >Bf-committers mailing list >Bf-committers@blender.org >https://lists.blender.org/mailman/listinfo/bf-committers -- Manuel Rais m...@g-lul.com +33 (0)6 62 29 80 86 ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] ?==?utf-8?q? Blender developers meeting notes - 2018-02-12
Le Lundi, Février 12, 2018 20:01 CET, Bastien Montagne <montagn...@wanadoo.fr> a écrit: Hi all,1) Blender 2.79 'a' release - RC build did not show much issues, we shall aim to final release this week. Hi Bastien, I'm the supervisor (and lead td) on a french animation tvshow (Non-Non by Mathieu Auvray) and I got a main issue with libraries linking in this production. I've posted a bug here : https://developer.blender.org/T53977 We have thousands of assets and thousands of shots. All done in Blender :) So many many connections between them. I just wanted to know if this bug would be handled by the developers before the 2.79a release. I've tried to fix this but my knowledge in C and blender code is too weak :( Thanks. -- Manuel Rais m...@g-lul.com ___ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Freestyle drivers in python api
Hi Ton, Thanks for your answer. Le 16 mars 2016 18:09:10 GMT+01:00, Ton Roosendaal <t...@blender.org> a écrit : >Hi, > >No answer means nobody knows or has time to figure it out. > >Possibly the API is incomplete. Only one person works on freestyle, and >he was not available for a year already. > >-Ton- > > >Ton Roosendaal - t...@blender.org - www.blender.org >Chairman Blender Foundation - Producer Blender Institute >Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > > > >> On 16 Mar, 2016, at 9:15, Manuel Rais <m...@g-lul.com> wrote: >> >> Hi ! >> >> Anyone ? >> Is the python API incomplete (drivers/animation_data) for Freestyle ? >> Thanks again. >> >> --- >> Manuel Rais >> m...@g-lul.com >> >> 8 mars 2016 16:52 "Manuel Rais" <m...@g-lul.com> a écrit: >>> Hi ! >>> >>> Just a quick question : i've created drivers on thickness in >freestyle lineset via python. >>> Then, I'm looking for the drivers in the python API but I can't find >them. >>> So, anyone knows where I can find the drivers, or the animation_data >of freestyle lineset in the >>> python API ? >>> >>> Thanks ! >>> >>> --- >>> Manuel Rais >>> m...@g-lul.com (mailto:m...@g-lul.com) >>> ___ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >> _______ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > >___ >Bf-committers mailing list >Bf-committers@blender.org >http://lists.blender.org/mailman/listinfo/bf-committers --- Manuel Rais m...@g-lul.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Freestyle drivers in python api
Hi Bastien! Great news ! I thought about asking if adding this in the API was a lot of work. Now I've got my answer ! Thanks Bastien (and keep up the good work about libraries, group linking etc... !) Le 16 mars 2016 20:19:42 GMT+01:00, Bastien Montagne <montagn...@wanadoo.fr> a écrit : >Actually, it’s missing a single line in RNA to expose animdata in >Linestyle ID type. Will add it, see absolutely no reason to not have >this here. > >Le 16/03/2016 19:34, Manuel Rais a écrit : >> Hi Ton, >> >> Thanks for your answer. >> >> >> Le 16 mars 2016 18:09:10 GMT+01:00, Ton Roosendaal <t...@blender.org> >a écrit : >>> Hi, >>> >>> No answer means nobody knows or has time to figure it out. >>> >>> Possibly the API is incomplete. Only one person works on freestyle, >and >>> he was not available for a year already. >>> >>> -Ton- >>> >>> >>> Ton Roosendaal - t...@blender.org - www.blender.org >>> Chairman Blender Foundation - Producer Blender Institute >>> Entrepotdok 57A - 1018AD Amsterdam - The Netherlands >>> >>> >>> >>>> On 16 Mar, 2016, at 9:15, Manuel Rais <m...@g-lul.com> wrote: >>>> >>>> Hi ! >>>> >>>> Anyone ? >>>> Is the python API incomplete (drivers/animation_data) for Freestyle >? >>>> Thanks again. >>>> >>>> --- >>>> Manuel Rais >>>> m...@g-lul.com >>>> >>>> 8 mars 2016 16:52 "Manuel Rais" <m...@g-lul.com> a écrit: >>>>> Hi ! >>>>> >>>>> Just a quick question : i've created drivers on thickness in >>> freestyle lineset via python. >>>>> Then, I'm looking for the drivers in the python API but I can't >find >>> them. >>>>> So, anyone knows where I can find the drivers, or the >animation_data >>> of freestyle lineset in the >>>>> python API ? >>>>> >>>>> Thanks ! >>>>> >>>>> --- >>>>> Manuel Rais >>>>> m...@g-lul.com (mailto:m...@g-lul.com) >>>>> ___ >>>>> Bf-committers mailing list >>>>> Bf-committers@blender.org >>>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> ___ >>>> Bf-committers mailing list >>>> Bf-committers@blender.org >>>> http://lists.blender.org/mailman/listinfo/bf-committers >>> ___ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >> --- >> Manuel Rais >> m...@g-lul.com >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > >___ >Bf-committers mailing list >Bf-committers@blender.org >http://lists.blender.org/mailman/listinfo/bf-committers --- Manuel Rais m...@g-lul.com +33 (0)6 62 29 80 86 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Freestyle drivers in python api
Hi ! Anyone ? Is the python API incomplete (drivers/animation_data) for Freestyle ? Thanks again. --- Manuel Rais m...@g-lul.com 8 mars 2016 16:52 "Manuel Rais" <m...@g-lul.com> a écrit: > Hi ! > > Just a quick question : i've created drivers on thickness in freestyle > lineset via python. > Then, I'm looking for the drivers in the python API but I can't find them. > So, anyone knows where I can find the drivers, or the animation_data of > freestyle lineset in the > python API ? > > Thanks ! > > --- > Manuel Rais > m...@g-lul.com (mailto:m...@g-lul.com) > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Freestyle drivers in python api
Hi ! Just a quick question : i've created drivers on thickness in freestyle lineset via python. Then, I'm looking for the drivers in the python API but I can't find them. So, anyone knows where I can find the drivers, or the animation_data of freestyle lineset in the python API ? Thanks ! --- Manuel Rais m...@g-lul.com (mailto:m...@g-lul.com) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Problem appending shot with proxied objects
Hi all, I also have the same issue since 2.75. Same symptoms. Thanks. Le 16 novembre 2015 17:16:01 GMT+01:00, Smells Like Donkey <cont...@smellslikedonkey.com> a écrit : >I’m looking at a problem that my clients are having. Basically when >appending shots with linked and proxied objects, the proxies are losing >their links. This started in 2.75 - 2.74 is okay. > >I have traced the code to id_clear_lib_data. Is there any reason why >the function id_clear_lib_data clears proxies on objects? Specifically >this code: > > if (GS(id->name) == ID_OB) { > Object *object = (Object *)id; > if (object->proxy_from != NULL) { > object->proxy_from->proxy = NULL; > object->proxy_from->proxy_group = NULL; > } > object->proxy = object->proxy_from = object->proxy_group = NULL; > } > >If I comment this out then it appears to work for our case. The code >for this function in 2.74 did not do anything to proxies at all. > >Thanks, >Tod. > >P.S. Bugs: https://developer.blender.org/T46731 and >https://developer.blender.org/T46756 > >___ >Bf-committers mailing list >Bf-committers@blender.org >http://lists.blender.org/mailman/listinfo/bf-committers --- Manuel Rais m...@g-lul.com +33 (0)6 62 29 80 86 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Cycles velocity
Hi Sergey ! 26 octobre 2015 14:14 "Sergey Sharybin" a écrit:If it's just distinguishing whether there is motion or not then guess object space would work. Perhaps could be something similar implementation to the pointyness, but would nice to investigate if we can make it something more generic. 100% agree with you for the more generic thing. However, one question : is this velocity attribute on the vertices should be relative to the camera shutter of the scene ? Will check on that in the upcoming days. By the way, i'm glad that you're curiouse about this functionality ! I'm also trying to look at the code but i'm a very very beginner so I've got no hope to solve this on my own at the moment. So thanks again ! Manuel Rais Autour de Minuit m...@g-lul.com (mailto:m...@g-lul.com)On Sun, Oct 25, 2015 at 11:44 PM, David Fenner wrote: Hey. Nice idea to simulate stop motion. Saved in hard drive. 2015-10-22 6:41 GMT-03:00 Manuel Rais : Hi Sergey Thanks for your answer. To be more clear, we want to use this attribute to switch from a texture to another when the velocity is not null. The purpose is to have a stop motion rendering with displace/bump changingonly on the moving parts. Of course there's many ways to achieve this but we're searching the more automatic. We have others ideas of course but less funny ☺.. All objects in this project are baked in pc2 files and are at the center of the world and their scale at 1. So I guess the world space and object space are the same, but maybe I'm wrong. I know a little bit of c/cpp maybe I can produce a patch (with a little help?) if it's not too hard... Thanks. Le 21 octobre 2015 23:58:56 GMT+02:00, Sergey Sharybin < sergey@gmail.com (mailto:sergey@gmail.com)> a écrit :What is the use of such attribute? Also, due to instancing it's quite tricky to represent word-space velocity in the vertex attribute, only object space velocity is possible to be stored without major PITA. On Wed, Oct 21, 2015 at 8:07 PM, Manuel Rais wrote: Hi ! I was wondering if it's possible to have vertex velocity in the attributenode of Cycles. Cycles outputs velocity in the "Vector" pass, it renders motion blur (object and deformation), so I guess that this attribute exists somewhere...Am I wrong ? Is it possible to add it in the output of the attribute node ? Is it anightmare ? Thanks. --- Manuel Rais Autour de Minuit m...@g-lul.com (mailto:m...@g-lul.com) (mailto:m...@g-lul.com (mailto:mailto:m...@g-lul.com)) ___ Bf-committers mailing list Bf-committers@blender.org (mailto:Bf-committers@blender.org) http://lists.blender.org/mailman/listinfo/bf-committers (http://lists.blender.org/mailman/listinfo/bf-committers) -- With best regards, Sergey Sharybin --- Manuel Rais m...@g-lul.com (mailto:m...@g-lul.com) +33 (0)6 62 29 80 86 ___ Bf-committers mailing list Bf-committers@blender.org (mailto:Bf-committers@blender.org) http://lists.blender.org/mailman/listinfo/bf-committers (http://lists.blender.org/mailman/listinfo/bf-committers) ___ Bf-committers mailing list Bf-committers@blender.org (mailto:Bf-committers@blender.org) http://lists.blender.org/mailman/listinfo/bf-committers (http://lists.blender.org/mailman/listinfo/bf-committers) -- With best regards, Sergey Sharybin ___ Bf-committers mailing list Bf-committers@blender.org (mailto:Bf-committers@blender.org) http://lists.blender.org/mailman/listinfo/bf-committers (http://lists.blender.org/mailman/listinfo/bf-committers) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Cycles velocity
Hi ! I was wondering if it's possible to have vertex velocity in the attribute node of Cycles. Cycles outputs velocity in the "Vector" pass, it renders motion blur (object and deformation), so I guess that this attribute exists somewhere... Am I wrong ? Is it possible to add it in the output of the attribute node ? Is it a nightmare ? Thanks. --- Manuel Rais Autour de Minuit m...@g-lul.com (mailto:m...@g-lul.com) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Error in compilation with CUDA (Scons/msvc)
8 octobre 2015 08:56 "PerfectionCat" a écrit: Hi. BF_CYCLES_CUDA_NVCC in user-config.txt which you use seems to be wrong. '/' is not enough. BF_CYCLES_CUDA_NVCC = "C:/Program Files/NVIDIA GPU Computing Toolkit/CUDA/v6.5/bin/nvcc.exe" Oups ! Sorry for the noise. A simple typo in my python file... Shame on me ! Thanks for the help ! --- Manu m...@g-lul.com (mailto:m...@g-lul.com) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Error in compilation with CUDA (Scons/msvc)
Hi ! I'm trying to compile Blender under Windows 7 x64 with scons/msvc. Build : tags/v2.76-rc3 (fb78f6d5185fe500d861ec7790bca64dc7d0dfa5) I've got CUDA 6.5 toolkit. When WITH_BF_CYCLES_CUDA_BINARIES = False, the compilation ends without any error. But when WITH_BF_CYCLES_CUDA_BINARIES = True, I've got the fpollowing error. Am i doing something wrong ? Is this a known error ? Thanks ! WindowsError: [Error 2] The system cannot find the file specified: File "E:blender-gitblenderSConstruct", line 927: SConscript(B.root_build_dir+'/intern/SConscript') File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 609: return method(*args, **kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 546: return _SConscript(self.fs, *files, **subst_kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 260: exec _file_ in call_stack[-1].globals File "E:blender-gitblenderinternSConscript", line 57: SConscript(['cycles/SConscript']) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 609: return method(*args, **kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 546: return _SConscript(self.fs, *files, **subst_kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 260: exec _file_ in call_stack[-1].globals File "E:blender-gitblenderinterncyclesSConscript", line 171: kernel_binaries = SConscript(['kernel/SConscript']) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 609: return method(*args, **kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 546: return _SConscript(self.fs, *files, **subst_kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 260: exec _file_ in call_stack[-1].globals File "E:blender-gitblenderinterncycleskernelSConscript", line 69: output = btools.get_command_output([nvcc, "--version"]) File ".build_filessconstoolsbtools.py", line 19: return subprocess.check_output(*popenargs, **kwargs) File "C:Python27libsubprocess.py", line 566: process = Popen(stdout=PIPE, *popenargs, **kwargs) File "C:Python27libsubprocess.py", line 710: errread, errwrite) File "C:Python27libsubprocess.py", line 958: startupinfo) Attached : user-config.py and the output with the error --- Manu m...@autourdeminuit.com (mailto:m...@autourdeminuit.com) scons: Reading SConscript files ... Command-line arguments No command-line arguments given Command-line targets No targets given, using default Using config file: build_files\scons\config\win64-vc-config.py Using user-config file: user-config.py Build with parallel jobs: 8 Build with debug symbols: False Building in: E:\blender-git\build\win64-vc Checking for C++ header file memory... yes Checking for C++ type std::shared_ptr... yes -- Found shared_ptr in std namespace using header. Checking for C++ header file unordered_map... yes Checking for C++ type std::unordered_map... yes -- Found unordered_map/set in std namespace. Configuring library bf_avi Configuring library bf_bmesh Configuring library bf_blenkernel Configuring library bf_blenkernel_mask Configuring library bf_blenlib Configuring library bf_blenloader Configuring library bf_blentranslation Configuring library bf_depsgraph Configuring library bf_gpu Configuring library bf_editor_datafiles Configuring library bf_editors_space_api Configuring library bf_editors_util Configuring library bf_editors_interface Configuring library bf_editor_io Configuring library bf_editors_animation Configuring library bf_editors_armature Configuring library bf_editors_mask Configuring library bf_editors_mesh Configuring library bf_editors_metaball Configuring library bf_editors_object Configuring library bf_editors_curve Configuring library bf_editors_gpencil Configuring library bf_editors_physics Configuring library bf_editors_render Configuring library bf_editors_sound Configuring library bf_editors_space_buttons Configuring library bf_editors_space_clip Configuring library bf_editors_space_file Configuring library bf_editors_space_image Configuring library bf_editors_space_info Configuring library bf_editors_space_graph Configuring library bf_editors_space_node Configuring library bf_editors_space_outliner Configuring library bf_editors_space_time Configuring library bf_editors_space_view3d Configuring library bf_editors_space_action Configuring library bf_editors_space_nla Configuring library bf_editors_space_script Configuring library bf_editors_space_text Configuring library bf_editors_space_sequencer Configuring library bf_editors_space_game Configuring library bf_editors_space_console Configuring library bf_editors_space_userpref Configuring library bf_editors_transform Configuring library bf_editors_screen Configuring library bf_editors_sculpt_paint Configuring library bf_editors_uvedit Configuring library
[Bf-committers] Error in compilation with CUDA (Scons/msvc)
Hi ! I'm trying to compile Blender under Windows 7 x64 with scons/msvc. Build : tags/v2.76-rc3 (fb78f6d5185fe500d861ec7790bca64dc7d0dfa5) I've got CUDA 6.5 toolkit. When WITH_BF_CYCLES_CUDA_BINARIES = False, the compilation ends without any error. But when WITH_BF_CYCLES_CUDA_BINARIES = True, I've got the fpollowing error. Am i doing something wrong ? Is this a known error ? Thanks ! WindowsError: [Error 2] The system cannot find the file specified: File "E:blender-gitblenderSConstruct", line 927: SConscript(B.root_build_dir+'/intern/SConscript') File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 609: return method(*args, **kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 546: return _SConscript(self.fs, *files, **subst_kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 260: exec _file_ in call_stack[-1].globals File "E:blender-gitblenderinternSConscript", line 57: SConscript(['cycles/SConscript']) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 609: return method(*args, **kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 546: return _SConscript(self.fs, *files, **subst_kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 260: exec _file_ in call_stack[-1].globals File "E:blender-gitblenderinterncyclesSConscript", line 171: kernel_binaries = SConscript(['kernel/SConscript']) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 609: return method(*args, **kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 546: return _SConscript(self.fs, *files, **subst_kw) File "E:blender-gitblendersconsscons-localSConsScriptSConscript.py", line 260: exec _file_ in call_stack[-1].globals File "E:blender-gitblenderinterncycleskernelSConscript", line 69: output = btools.get_command_output([nvcc, "--version"]) File ".build_filessconstoolsbtools.py", line 19: return subprocess.check_output(*popenargs, **kwargs) File "C:Python27libsubprocess.py", line 566: process = Popen(stdout=PIPE, *popenargs, **kwargs) File "C:Python27libsubprocess.py", line 710: errread, errwrite) File "C:Python27libsubprocess.py", line 958: startupinfo) Attached : user-config.py and the output with the error --- Manu m...@g-lul.com (mailto:m...@g-lul.com) scons: Reading SConscript files ... Command-line arguments No command-line arguments given Command-line targets No targets given, using default Using config file: build_files\scons\config\win64-vc-config.py Using user-config file: user-config.py Build with parallel jobs: 8 Build with debug symbols: False Building in: E:\blender-git\build\win64-vc Checking for C++ header file memory... yes Checking for C++ type std::shared_ptr... yes -- Found shared_ptr in std namespace using header. Checking for C++ header file unordered_map... yes Checking for C++ type std::unordered_map... yes -- Found unordered_map/set in std namespace. Configuring library bf_avi Configuring library bf_bmesh Configuring library bf_blenkernel Configuring library bf_blenkernel_mask Configuring library bf_blenlib Configuring library bf_blenloader Configuring library bf_blentranslation Configuring library bf_depsgraph Configuring library bf_gpu Configuring library bf_editor_datafiles Configuring library bf_editors_space_api Configuring library bf_editors_util Configuring library bf_editors_interface Configuring library bf_editor_io Configuring library bf_editors_animation Configuring library bf_editors_armature Configuring library bf_editors_mask Configuring library bf_editors_mesh Configuring library bf_editors_metaball Configuring library bf_editors_object Configuring library bf_editors_curve Configuring library bf_editors_gpencil Configuring library bf_editors_physics Configuring library bf_editors_render Configuring library bf_editors_sound Configuring library bf_editors_space_buttons Configuring library bf_editors_space_clip Configuring library bf_editors_space_file Configuring library bf_editors_space_image Configuring library bf_editors_space_info Configuring library bf_editors_space_graph Configuring library bf_editors_space_node Configuring library bf_editors_space_outliner Configuring library bf_editors_space_time Configuring library bf_editors_space_view3d Configuring library bf_editors_space_action Configuring library bf_editors_space_nla Configuring library bf_editors_space_script Configuring library bf_editors_space_text Configuring library bf_editors_space_sequencer Configuring library bf_editors_space_game Configuring library bf_editors_space_console Configuring library bf_editors_space_userpref Configuring library bf_editors_transform Configuring library bf_editors_screen Configuring library bf_editors_sculpt_paint Configuring library bf_editors_uvedit Configuring library bf_imbuf
[Bf-committers] Ocean modifier with new dependency graph
Hi everyone ! I'm trying to have an ocean modifier animated with the last 2.75 release (great release actually so congrats for all the good work) and the new dependency graph and i can't get it to work. When I disable the --new-dependecy-graph when i start Blender, the ocean modifiers works as usual. I know the new dependency graph is still in beta and maybe developers are already aware of that problem. Should I report this as a bug ? Thanks and congrats again for all the work ! --- Manuel Rais m...@g-lul.com (mailto:m...@g-lul.com) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Network Render for Cycles
Hi Shaun, CGRU is a great network render. It can render some blender or cycles projects but also many different softwares. I'm using it at work since 10 months and I've never been disappointed. The only bad point is the user interface, a bit confusing sometimes... http://cgru.info/ [9] It's free, open source and has a pretty responsive support managed by its creator. --- Manuel Rais m...@g-lul.com +33 (0)6 62 29 80 86 Le 2014-11-11 08:06, Aditia A. Pratama a écrit : Hi Shaun, The last time I tried network render, the main problem is reading linking file. If I'm not wrong, the current net render pack all blendfile and then send it from client to master and then to slavefor rendering. Brender [1 [2]] is one of many render management solution that very nice with projects linking. As for netrender, it wouldbe great if it can do distribute rendering for cycles. Greg Zaal has made an add-on [2 [3]] that IMO really great for distribute rendering. [1] https://github.com/fsiddi/brender [2] [2] http://adaptivesamples.com/2013/07/22/progressive-animation-render-addon-and-image-stacking/ [3] On 11/11/14 13:43, Shaun Miller wrote: Hi, my name is Shaun Miller and I have been working with Blender and Cycles for a while now...and it's really awesome. I would like to help out, in particular with Network Rendering. There is an addon by Marin Poirier that is listed as 'Stable but still work in progress'. I am a systems administrator and developer, and feel that I could help improve on Network Render functionality. Could anyone point me in the direction on how to proceed to help improve the Network Render addon? Thanks for your help! --Shaun Miller ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers [1] -- Aditia A. Pratama / Technical Director +6281 347 478 111 / adi...@kampoongmonster.com mailto:adi...@kampoongmonster.com Kampoong Monster Studios http://kampoongmonster.com [4] Jl. Setia No. 15 RT.08 RW.08 Pasteur Sukajadi 40161 Bandung *Get Connected ! * Facebook http://www.facebook.com/KampoongMonster [5] | Twitter http://twitter.com/aditia_ap [6] | Youtube http://youtube.com/user/kampoongmonster [7] | Linkedin http://linkedin.com/in/aditiapratama/ [8] | Skype skype:adit1a ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers [1] Links: -- [1] http://lists.blender.org/mailman/listinfo/bf-committers [2] https://github.com/fsiddi/brender [3] http://adaptivesamples.com/2013/07/22/progressive-animation-render-addon-and-image-stacking/ [4] http://kampoongmonster.com [5] http://www.facebook.com/KampoongMonster [6] http://twitter.com/aditia_ap [7] http://youtube.com/user/kampoongmonster [8] http://linkedin.com/in/aditiapratama/ [9] http://cgru.info/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Gooseberry VCS?
Hi there ! This is my first post here, so let me introduce myself quickly. My name is Manu and i use blender since 2006 now (I began to work in 2000 as a compositor). The community is great, and since I use it, Blender is becoming more and more powerful, more professional (now in the companies I use to work, they don't ignore Blender anymore, they watch it closely... really...). I'm a lighting/compositing supervisor, TD (including pipeline...), developer and i've supervised the lighting and compositing of Babioles directed by Mathieu Auvray (a good friend of mine actually)... I've also managed other animation TV shows, feature films... As discussed with Mathieu, I'm going to be a part of the french team for the Gooseberry Project and i'm very happy ! So, I guess the right way to create a new VCS for blender is to manage also binary files. I use svn since many years now for my development projects (production tracking system, blender addons...) and it works very well with text files but unfortunately binary files are always committed entirely AFAIK... Finding a solution only for blend files (such as save as a readable text file which is a good idea i think, for pipeliners, many other softwares have this functionality) is not sufficient. How about all the others binaries like images, point cache etc... ? I didn't worked on any open movies, so i don't know which files were committed (only blends ? Images ?). The diff tool is the right answer i guess but I really don't know if it's hard to develop, if it's possible... I've heard about a famous FX company in London who work(ed) on such a version control system, but so far I don't know if they use it or even if it's working. A little off topic : I think there are many cases where a VCS has issues in a feature film production (such as : how do you manage modifying an asset who broke half of the projects, without creating a second asset file ?). A VCS is a very powerful tool but i think we have to improve how we use it... Maybe I'll begin a topic about that this week... Manu m...@g-lul.com Le 03/12/2013 08:10, joe a écrit : A simple diff tool is certainly possible. In fact, you could probably do it through py/RNA alone. Of course, patches would be a bit more complicated to support, but could be doable (through RNA, you couldnt do it by patching the DNA data itself, not even in a text form, because there is no such thing as a robust .blend validator) On Dec 2, 2013 11:42 PM, Nicholas Rishel rishel.n...@gmail.com wrote: There used to be a page on blender.org that covered the .blend file format. Unfortunately it did not make the transition http://www.blender.org/development/architecture/blender-file-format/to the new site and I haven't had the time to check if it exists in the wiki. But if my memory serves right it was implied that current design would not be hard to translate to readable text - mentioning possible benefits of using conventional VCS. A working example of this exists with Unity3d which can save .scene files as either binary or forced text. I have found this very helpful due to the relation between objects in a scene and their associated scripts being kept in sync between branches, but I'm not sure whether an analogue for this exists in animation pipelines. On Mon, Dec 2, 2013 at 8:16 PM, Gavin Howard gavin.d.how...@gmail.com wrote: Hey all, Right now, I'm listening to the Blender Podcast Episode 27, talking about the upcoming Gooseberry project, with its distributed studio requirements. With those requirements in mind, I thought I would again bring up a suggestion I made a long time ago. This suggestion is based on the fact (or myth, whichever is the case) that blend files are merely a binary dump. Because Gooseberry will require coordination with studios across the globe, I think that implementing an internal version control system specifically for blend files would make it MUCH easier to manage all of Gooseberry's assets. In my mind (twisted as it may be), I see it using Git-like algorithms. Because blend files are binary dumps (which as I understand it, means that each section, or property in the file is separate from the others), it would generate diffs based on different sections. For example, say we have a blend file with a model and a material. The artist takes the file, changes the material, and recommits the file. The diff would show that only the material changed. Obviously, artists make a lot of changes between uploading, so that may not be entirely feasible. However, if we were to add the concept of micro-diffs, that might help. In my mind, a micro-diff is ONE change only, and a diff would be a list of micro-diffs. (This actually could also help clean up the undo/redo system too.) Of course, I have a lot more in mind than I'm saying, but before I say more, I want to hear devs' opinions. If this is really not