[Bf-committers] python tangents export missing

2013-08-18 Thread Morten Mikkelsen
I see rumblings now and then here and there about Blender's python API missing the ability to export Blender's internal tangent space. http://www.blender.org/forum/viewtopic.php?p=105835sid=68eaa02463462a62bbdcbe427761ca49 There's also been a proposed patch around for a while:

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [58752] trunk/blender/source/blender/ editors/object/object_bake.c: Fix #36302: Multires baking to zero 0 was showing error but st

2013-08-10 Thread Morten Mikkelsen
I just wanted to say I think that sounds like a great idea. Cheers, Morten. On Sat, Aug 10, 2013 at 10:26 AM, Antony Riakiotakis kal...@gmail.comwrote: Either make the strokes touch mesh data directly, or use an apply base modifier prior to baking, maybe with a warning that baking will

Re: [Bf-committers] Object space normal map axis proposed change.

2013-06-14 Thread Morten Mikkelsen
This could be done of course but there are some problems like the fact that the object space map doesn't necessarily come from file. It could be procedurally generated or just a bake in which case the sampler isn't supposed to swizzle. Also the texture sampler at least at this point in time

Re: [Bf-committers] MSVC2010 maintainer? Python 3.3 libs missing, or only me?

2013-03-19 Thread Morten Mikkelsen
Good idea. Let's drop VS2008 :) Cheers, Morten. On Sun, Mar 17, 2013 at 3:32 AM, Thomas Dinges blen...@dingto.org wrote: Hi, I was never a fan of those mixed repositories, and the few vc2010 libs we have only work with cmake as well. Whatever we do, one day we really need to get rid of

Re: [Bf-committers] MSVC2010 maintainer? Python 3.3 libs missing, or only me?

2013-03-16 Thread Morten Mikkelsen
Errr...I actually use msvc2010. Whatever contributions I've made to blender have been from a vs2010 setup. It's still how I build blender. On Fri, Mar 15, 2013 at 4:28 PM, Dalai Felinto dfeli...@gmail.com wrote: Hi, is there any update on this? If we can't have all the libs working for

Re: [Bf-committers] Texture painting considerations (preparations for bratwurst merge)

2013-03-04 Thread Morten Mikkelsen
That's ok, as long as you admit that you were wrong :) (kidding) On Mon, Mar 4, 2013 at 7:02 AM, Antony Riakiotakis kal...@gmail.com wrote: My previous answer is wrong it seems. It looks like when using the space stroke option, the two modes (projective/2D) operate slightly differently.

Re: [Bf-committers] Proposed default margin increase for baked textures

2013-03-03 Thread Morten Mikkelsen
Go for it! :) On Sun, Mar 3, 2013 at 7:01 PM, Antony Riakiotakis kal...@gmail.com wrote: This is trivial but will require yet another version patch. If others agree I could commit it wit h a value of 16. ___ Bf-committers mailing list

Re: [Bf-committers] Texture painting considerations (preparations for bratwurst merge)

2013-03-03 Thread Morten Mikkelsen
Perhaps you could also look into why the default brush looks so bad for bump painting yet when air-brush is checked it looks perfect. Just a though :) Cheers, Morten. On Sun, Mar 3, 2013 at 6:17 PM, Antony Riakiotakis kal...@gmail.com wrote: Hi all, an update on this thread.

Re: [Bf-committers] Collecting fixes for 2.66a release.

2013-03-02 Thread Morten Mikkelsen
Sergey did a fix such that the dilated region outside a displacement map isn't very dark. Without it you get really bad filtering seams. Perhaps sergey can chime in? Cheers, Morten. On Sat, Mar 2, 2013 at 2:47 AM, Dalai Felinto dfeli...@gmail.com wrote: Hi Campbell, Due to some bad

Re: [Bf-committers] Proposed default margin increase for baked textures

2013-02-23 Thread Morten Mikkelsen
I agree completely. I think the default of 2 might have been set by someone who didn't take mip levels into account. To be honest I generally use 32 or 64 as margin depending on texture size (larger texture means more mips). But I suppose 16 as default which I think is also what it is in xNormal

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

2013-02-02 Thread Morten Mikkelsen
Just wanted to say though I'd like to make it a min. requirement for blender to support pixel shaders last I checked I wasn't kickin it with the Rockafellas :) I also want to echo what campbell said that blender runs very well on sub $500 systems which btw support pixel shaders. I also want to

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

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

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

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

Re: [Bf-committers] MSVC2010 maintainer? Python 3.3 libs missing, or only me?

2012-12-19 Thread Morten Mikkelsen
Doesn't matter if it's win32 or win64. Either way the pyth3.3 libs are missing for vs2010. On Wed, Dec 19, 2012 at 11:15 AM, Dalai Felinto dfeli...@gmail.com wrote: New round of errors: http://www.pasteall.org/38201 It's actually the same as before but instead of complaining about LIB

Re: [Bf-committers] Triangulate modifier

2012-11-15 Thread Morten Mikkelsen
/scripts/addons/io_scene_obj/export_obj.py Am 14.11.2012 21:31, schrieb Morten Mikkelsen: The important thing is that any proposed solution will work with export too. If the obj exporter is still exporting quads and beyond then this is not a solution. The modifier solution will make sure

Re: [Bf-committers] Triangulate modifier

2012-11-14 Thread Morten Mikkelsen
[...] - Morten Mikkelsen There shouldn't be manual triangulation, as export scripts can use tessfaces to get triangulated geometry. Maybe here's the inconsistency? The Triangulate Faces operator (former Quads to Tris) might create triangles different from the tessfaces. I wonder how

Re: [Bf-committers] Triangulate modifier

2012-11-10 Thread Morten Mikkelsen
When baking with an all quad mesh, the triangulation that is done internally in Morten's TS might not match the manual triangulation that the user applies on export, which potentially could cause issues because This is not exactly the issue. Let me clarify. The mikktspace part is done at

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51258] trunk/blender: Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.

2012-10-16 Thread Morten Mikkelsen
For aniso lighting computing tangents at vertex level is a total dead-end. Not the way to go. You want to compute the tangents at pixel level from the underlying parametrization chosen. It's the best way to significantly reduce the impact of the inherent singularities which completely destroy the

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51258] trunk/blender: Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.

2012-10-16 Thread Morten Mikkelsen
In case it's not clear. What I am saying is for actual uv unwraps use mikktspace. For a UV parametrization such as planar, cylindrical, spherical etc. use an analytical tangent evaluation at pixel level. On Thu, Oct 11, 2012 at 12:44 PM, Morten Mikkelsen mikkels...@gmail.comwrote: For aniso

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51258] trunk/blender: Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.

2012-10-16 Thread Morten Mikkelsen
Ok, I can see we have an issue with singularities, but using mikktspace does not seem ideal for anisotropic shading. There's still many cases where you can line up the tangents quite well at UV seams even if the UV's are not connected, Generally this is not the case. It goes bad at least

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51258] trunk/blender: Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.

2012-10-16 Thread Morten Mikkelsen
a seam between them too. Brecht On Tue, Oct 16, 2012 at 8:34 PM, Morten Mikkelsen mikkels...@gmail.com wrote: Ok, I'm still convinced we can do better than either, will try to figure it out. Can't blame a man for trying :) Food for thought though: http://en.wikipedia.org/wiki

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 6 Jan, 2012, at 21:21, Morten Mikkelsen wrote: 1) Official announcement that Blender drops Collada support 2) Move Collada support into a branch, out

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
of expertise in Collada, but I have very little time and must work to earn my meals. Cheers! Juan Linietsky On Sat, Jan 7, 2012 at 11:49 AM, Morten Mikkelsen mikkels...@gmail.com wrote: Yes that's a very relevant point. A collada solution with just positions, UVs and normals

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
As an example of people having problems with its complexity OpenCollada doesn't drain collada sources correctly at all. They make many assumptions such as data being non interleaved. On Sat, Jan 7, 2012 at 8:23 AM, Juan Linietsky redu...@gmail.com wrote: On Fri, Jan 6, 2012 at 9:04 PM,

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
that loads a .blend file, extracts textures, meshes, animations, skinning and physics info. It shows a skinned skeletal animated character using AnimKit and GLUT (keeping dependencies to a minimum) Cheers, Erwin On 7 January 2012 07:38, Morten Mikkelsen mikkels

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
I acknowledge that the amount of work you guys have put into OpenCollada is significant and I am definitely pleased with this as an option. That being said I am beginning to warm up to what sergei is suggesting more and I am actually a collada user myself. Correct me if I am wrong but the way it

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
Okay I guess you did misunderstand my misuse of the word crappy. What I meant was more like less likely to work with existing OpenCollada importers. Those which are already used in other apps. Clearly an OpenCollada exporter is more likely to work with an OpenCollada importer across apps. This was

Re: [Bf-committers] collada

2012-01-07 Thread Morten Mikkelsen
I agree Marty. It's awesome. Give my best to the doc! :) On Sat, Jan 7, 2012 at 2:29 PM, Michael Fox mfoxd...@gmail.com wrote: On 08/01/12 08:28, angjmi...@gulftel.com wrote: hey i am hearing that your planning on removing collada!! i know there is a lot of issues with it but, at-least as

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-06 Thread Morten Mikkelsen
1) Official announcement that Blender drops Collada support 2) Move Collada support into a branch, out of trunk 3) Create a tracker orphanage or branches or so, where we put all reports that are not in support (anymore). I just want to say though I am not up for the challenge of taking over

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-06 Thread Morten Mikkelsen
I agree, I could also live with ditching the importer if it meant keeping the exporter. But either way I'll take current collada version to no collada version at all. On Fri, Jan 6, 2012 at 5:11 PM, skoti skot...@o2.pl wrote: Assimp only importer (exporter in blender is the most important),

Re: [Bf-committers] Blender tangent space calculation

2011-11-19 Thread Morten Mikkelsen
it by swapping the first vertex in the vert array with the first finded vertex that is not indexed to any of the 4'th face's index. On Sat, Nov 19, 2011 at 1:13 AM, Morten Mikkelsen mikkels...@gmail.com wrote: I wanted to ask about this line: const int iGetNrVerts= data-mface

Re: [Bf-committers] Blender tangent space calculation

2011-11-19 Thread Morten Mikkelsen
to the indices you get after welding. On Sat, Nov 19, 2011 at 12:35 PM, Morten Mikkelsen mikkels...@gmail.comwrote: I am not 100% sure I understand you correctly but your fix doesn't sound correct but perhaps I am misunderstanding you. Anyway, the welder is going to generate a zero based index

Re: [Bf-committers] Blender tangent space calculation

2011-11-18 Thread Morten Mikkelsen
I wanted to ask about this line: const int iGetNrVerts= data-mface[face_num].v4!=0 ? 4 : 3; Or there is no way that last index points to zero? Correct, this is how blender does it everywhere in its code-base. Super glad to hear you're getting useful results! Be sure to submit a patch for

Re: [Bf-committers] Blender tangent space calculation

2011-11-17 Thread Morten Mikkelsen
, Nov 16, 2011 at 8:43 PM, Morten Mikkelsen mikkels...@gmail.com wrote: Sorry for confusing you here but I think I found a better reference for you since you'll be needing the tangents too and you are not supposed to be building them yourself. The proper way to get the tangent layer can

Re: [Bf-committers] Blender tangent space calculation

2011-11-17 Thread Morten Mikkelsen
And flush_pixel() shows you how to traverse the buffer. Essentially the way it works in blender is there's always 4 of them per face whether it's a triangle or a quad. On Thu, Nov 17, 2011 at 9:31 AM, Morten Mikkelsen mikkels...@gmail.comwrote: Don't forget to look in do_multires_bake

Re: [Bf-committers] Blender tangent space calculation

2011-11-16 Thread Morten Mikkelsen
to implement it looking in DerivedMesh.c, I think that it's realy are a good example. If or when I have a problem, I'll be glad to use your help :) Many thanks for your kind cooperation! On Tue, Nov 15, 2011 at 10:41 PM, Morten Mikkelsen mikkels...@gmail.com wrote: I don't know anything about

Re: [Bf-committers] Blender tangent space calculation

2011-11-15 Thread Morten Mikkelsen
There is no point in doing this unless you export the correct tangents and normals. That is the ones that were used to bake the normal map. I realize it blows that there is no API function to get the render normal. So what you have to do is produce it yourself like is done in

Re: [Bf-committers] Blender tangent space calculation

2011-11-15 Thread Morten Mikkelsen
wrote: Yes, I absolutely agree, hard faces obviously must be exported in the same way how they seen in render. I think they can welds along with tangents. On Tue, Nov 15, 2011 at 9:01 PM, Morten Mikkelsen mikkels...@gmail.com wrote: There is no point in doing this unless you export

Re: [Bf-committers] Blender tangent space calculation

2011-11-14 Thread Morten Mikkelsen
So why not to simply adding possibility for generate/access a tangent normals into the python api? If it's not already available in the python API then I agree that it's a good idea. However, you'd need to supply support for normals as well since at this point the python API only gives

Re: [Bf-committers] Blender tangent space calculation

2011-11-13 Thread Morten Mikkelsen
There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com wrote: Hi. I am sorry if I subscribe into a wrong place, I am new and I've not actually planned to change or to debug the blender sources yet. But I trying to

Re: [Bf-committers] Bicubic filtering for bump maps, patch + discussion

2011-10-26 Thread Morten Mikkelsen
can work this in somehow. Several artists were bugged by the lack of quality during close-up when painting bump maps. 2011/10/26 Αντώνης Ρυακιωτάκης kal...@gmail.com Hi everyone, there has been some work by Morten Mikkelsen for supporting bicubic filtering for bump maps. I have helped

[Bf-committers] image-save + .blend save destroys work without warning!

2011-10-23 Thread Morten Mikkelsen
available for the chosen file format such as bit depths and number of channels or something. Cheers, Morten Mikkelsen ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] New BF team member: Sergey Sharybin

2011-08-01 Thread Morten Mikkelsen
Does this mean I get to demand more service from you? :) Congratulations! Morten :) On Mon, Aug 1, 2011 at 9:21 AM, rafa rsaave...@ono.com wrote: Congratulations Sergey !! I wish you the best! El 31/07/11 18:47, Ton Roosendaal escribió: Hi all, I'm really happy to confirm that

Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Morten Mikkelsen
I am with you on this one. Memory layout is one thing. Abstraction is something else entirely. Afterall, one could choose the memory layout to be some crazy fixed random layout or a swizzled layout or whatever. And in both cases there is no reason why, at abstraction level, either one could be

Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Morten Mikkelsen
other apis do it ROW-MAJOR then perhaps? Interested to hear other blender devs opinions on this. On Wed, Jul 27, 2011 at 11:56 PM, Morten Mikkelsen mikkels...@gmail.com wrote: I am with you on this one. Memory layout is one thing. Abstraction is something else entirely. Afterall, one

Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Morten Mikkelsen
other apis do it ROW-MAJOR then perhaps? Interested to hear other blender devs opinions on this. On Wed, Jul 27, 2011 at 11:56 PM, Morten Mikkelsen mikkels...@gmail.com wrote: I am with you on this one. Memory layout is one thing. Abstraction is something else entirely. Afterall

[Bf-committers] The dilation I am seeing in Blender is imo not good. I thought I'd propose an alternative (if there's support)?

2011-07-20 Thread Morten Mikkelsen
The dilation I am seeing in Blender is imo not good. I thought I'd propose an alternative (if there's support)? Here's a close-up of the dilation blender does -- http://jbit.net/~sparky/blender_dial/bakezoom_BI_dial.png Here's a close-up of the dilation I was able to do outside of blender using

Re: [Bf-committers] Mirrored normal maps

2011-07-07 Thread Morten Mikkelsen
You should read the posted comments there under that tutorial. Cheers, Morten. 2011/7/7 Αντώνης Ρυακιωτάκης kal...@gmail.com Recently, this tutorial http://vimeo.com/19461966was brought into my attention which made me wonder if it would be possible to automate the process of applying the

Re: [Bf-committers] Smooth shading could be better (compared to C4D)

2011-06-16 Thread Morten Mikkelsen
Could it be that Cinema4D is using Phong-Shading and Blender is using Gouraud-Shading? Yes that's exactly what you're seeing. You can switch to glsl view if you want to view it in Blender with per pixel lighting. Regular 3D view has to remain fixed function rendering pipeline which implies

Re: [Bf-committers] Camera view navigation rant

2011-04-24 Thread Morten Mikkelsen
Also a lock camera to view option would be great so we can just move the camera like we move any other viewport am I the only one that doesn't get this? This is something I would absolutely LOVE to have!! I couldn't agree more. It would be mega helpful.

Re: [Bf-committers] bump mapping - white is down black is up???

2011-03-01 Thread Morten Mikkelsen
The way it works now in Blender is just ancient convoluted history. My understanding is that with oldbump (2.49) it never really worked? Meaning it would flip the effect from in to out and vice versa as you bank/rotate the surface relative to the camera right? In which case a consistent choice

Re: [Bf-committers] bump mapping - white is down black is up???

2011-03-01 Thread Morten Mikkelsen
Can't think of any that don't contain the word Blender :) On Tue, Mar 1, 2011 at 11:24 PM, Knapp magick.c...@gmail.com wrote: On Tue, Mar 1, 2011 at 12:34 AM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote: right.. we could come up with a million analogies for one or the other

Re: [Bf-committers] bump mapping - white is down black is up???

2011-02-28 Thread Morten Mikkelsen
Just want to make sure everybody realizes I already attached my proposal for a patch in my previous e-mail to this discussion. There's also a comment I put in on why etc. Please check it out. Morten. On Mon, Feb 28, 2011 at 3:34 PM, Daniel Salazar - 3Developer.com zan...@gmail.com wrote:

Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-22 Thread Morten Mikkelsen
Make it standard please, nmaps are something that you usually share between softwares. no point in forcing headaches to users Daniel Salazar May your first born be a son and may your harvest be plentiful!! :) I could not agree more. That's exactly why this patch needs to go in asap. Normal

Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-22 Thread Morten Mikkelsen
down, but after about an hour of digging have given up. -Sean On Tue, Feb 22, 2011 at 12:26 PM, Morten Mikkelsen mikkels...@gmail.com wrote: Make it standard please, nmaps are something that you usually share between softwares. no point in forcing headaches to users

[Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Morten Mikkelsen
Hi all, Blender is exporting normal maps with red and green channel inverted relative to the geometry we actually export with our exporters and I would very much like to fix this. This would make blender export normal maps which are very similar to most tools out there and it would make sense to

Re: [Bf-committers] normal maps, red/green channel inverted

2011-02-19 Thread Morten Mikkelsen
, Carsten Wartmann c...@blenderbuch.de wrote: Am 19.02.2011 16:22, schrieb Morten Mikkelsen: Hi all, Blender is exporting normal maps with red and green channel inverted relative to the geometry we actually export with our exporters and I would very much like to fix this. This would make