Re: [Bf-committers] Blender developers meeting notes - 2018-02-12

2018-02-13 Thread Manuel Rais
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
>>   
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Re: [Bf-committers] ?==?utf-8?q? Blender developers meeting notes - 2018-02-12

2018-02-13 Thread Manuel Rais

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.

--
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m...@g-lul.com
 
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Re: [Bf-committers] Freestyle drivers in python api

2016-03-19 Thread Manuel Rais
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)
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Re: [Bf-committers] Freestyle drivers in python api

2016-03-19 Thread Manuel Rais
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)
>>>>> ___
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Re: [Bf-committers] Freestyle drivers in python api

2016-03-16 Thread Manuel Rais
Hi !

Anyone ?
Is the python API incomplete (drivers/animation_data) for Freestyle ?
Thanks again.

---
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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)
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[Bf-committers] Freestyle drivers in python api

2016-03-08 Thread Manuel Rais
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 !

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Re: [Bf-committers] Problem appending shot with proxied objects

2015-11-16 Thread Manuel Rais
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
>
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Re: [Bf-committers] Cycles velocity

2015-10-27 Thread Manuel Rais
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.

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(mailto:mailto:m...@g-lul.com))
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[Bf-committers] Cycles velocity

2015-10-21 Thread Manuel Rais
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.

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Re: [Bf-committers] Error in compilation with CUDA (Scons/msvc)

2015-10-08 Thread Manuel Rais
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 !

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[Bf-committers] Error in compilation with CUDA (Scons/msvc)

2015-10-08 Thread Manuel Rais
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
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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)

2015-10-07 Thread Manuel Rais
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

2015-07-03 Thread Manuel Rais
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)
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Re: [Bf-committers] Network Render for Cycles

2014-11-12 Thread Manuel Rais
 

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
 
 ___
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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/
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Re: [Bf-committers] Gooseberry VCS?

2013-12-03 Thread Manuel Rais
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