Blender supports matcaps and cavity for visualizing fine details when
sculpting, which is a pretty similar use case.
So I would recommend trying those and checking how the feature you propose
to add are different or how they might be integrated.
On Thu, Mar 12, 2020 at 1:14 PM Lorenzo Lastilla vi
The release notes about Optix denoising are here.
https://wiki.blender.org/wiki/Reference/Release_Notes/2.82/Cycles#Denoising
https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Cycles#OptiX_Viewport_Denoising
Note there are specific requirements for graphics cards, driver versions,
and tha
Hi Recep,
Thanks for the overview, AssetKit being a small well-written library
is good. However there would be a significant amount of work involved
in integrating it in Blender. Not just in getting the implementation
to work, but also in refining both AssetKit itself and the Blender
integration b
Details about planned version numbers are here:
https://code.blender.org/2020/05/long-term-support-pilot/
https://code.blender.org/2020/02/release-planning-2020-2025/
On Thu, Jun 11, 2020 at 7:34 PM Chad Fraleigh via Bf-committers
wrote:
>
> Is the semantic versioning style migration (e.g. 3.x [o
Hi everyone,
This week we are doing another bug sprint, which will now be a regular part
of the release cycle. For more details, see the blog post:
https://code.blender.org/2020/07/bug-sprints/
Developers working for the Blender Institute will work the entire week of
July 13 to 17 exclusively on
It's not clear to me that being triangle based only is a good thing about
dynamic topology. It would be better if it preserved ngons and only
triangulated parts of the mesh where actual changes are being made. And
also did not lose vertex colors and UV maps.
Maybe it's possible to use MVert and MP
The most important thing for cloth is that you can get it to give good
results in real world cases, and the cloth simulation changes were based on
work done for Agent 327.
https://www.youtube.com/watch?v=jU6-cI-z8HA
In practice you use smaller time steps and the fast-moving cube will get
collided
The paper shows how to make SDF collision more accurate by using the SDF
directly rather than sampling it. We have triangle mesh based collision in
Blender, which in a state-of-the-art implementation would avoid those
problems already.
The point of switching to SDFs would be performance, at the co
fist thing on the task list
> IMHO should be to add 'edges' that is vertex to vertex connections that
> do not modify the surface but represent physical interaction.
>
>
>
> On 02.11.20 19:07, Brecht Van Lommel via Bf-committers wrote:
> > The paper shows how to make
ANARI was brought up in the latest rendering meeting. Blender is not
actively involved in it.
https://devtalk.blender.org/t/2020-11-3-blender-rendering-meeting/16020
ANARAI is not designed to do what you describe though. It is a rendering
API, that would sit between a tool like Blender or Paraview
The difference is between:
* Providing active support for a processor architecture
* Rejecting or fixing code that only builds on a specific processor
architecture
Developers should not write code which e.g. relies on pointers being 64
bit, integers being little-endian, or adding an x86_64 intrins
I can see how this would solve a real problem and improves usability when
exporting assets to Godot.
Note that USD explicitly chose not to use UUIDs. But I can see how this
makes more sense for simpler pipleines that don't follow more strict naming
conventions or fix up names afterwards.
https://g
er.org> wrote:
> On Mon, 16 Nov 2020 at 17:58, Brecht Van Lommel via Bf-committers
> wrote:
> > The difference is between:
> > * Providing active support for a processor architecture
> > * Rejecting or fixing code that only builds on a specific processor
> > archite
Developers are already welcome to document their features in the manual, I
don't think this is any different?
You do have to be aware that the manual tracks the release branch while it
exists, not master.
Moving the manual to git and using branching would make that easier,
there's a task for that
On Tue, Nov 17, 2020 at 2:40 PM Sybren A. Stüvel via Bf-committers <
bf-committers@blender.org> wrote:
> I'm assuming you mean D9577 with "this specific case", as that's where
> this discussion started before I moved it to this list, and that
> you're talking about a problem that 32-bit Linux can'
I'm not sure there exists a simple utility to convert SVG to PDF that we
could include, if we want to go that way?
Inkscape uses Cairo for PDF writing, that could be a more actively
maintained alternative.
https://www.cairographics.org/
It has also been proposed to be added to handle Wayland wind
I think we should only use extern/ if the alternative is not possible for
some reason, and I'm not aware of any. So following that libharu would go
to the svn libraries.
Personally I don't really see a significant advantage in bundling it as a
separate executable. It helps in some ways, but then
ny issues that would be cause for concern.
> >
> > So while I'm still not so keen to depend on unmaintained code.
> > +1 to include this as an optional library.
> >
> > [0] https://build.opensuse.org/package/show/openSUSE:Factory/libharu
> > [1] https://packages.debian.org/s
There are two parts to this. I think upgrading to the 2021 reference
platform as proposed in the task is an easy decision. There are no real
downsides that I know of. We might as well keep up with recent versions of
libraries like OpenVDB, OpenColorIO and OpenEXR, the new versions provide
real impr
Hi Ankit,
Please go through code review for all commits, unless you are a module
owner or admin that is the policy.
Note that there are guidelines in the file itself. We could document it in
the wiki too, but I'm not sure it's needed. Perhaps the wording can be
clarified? Suggestions are welcome.
> cleanup was automated the commit should not be added. ie a commit
> > "Cleanup: clang-tidy some-check" could still very much be a manual
> > cleanup of the warns exposed by clang-tidy and suspect to unintentional
> > functional changes.
> >
> > --Ray
&g
Hi,
For help with add-on development, devtalk.blender.org is the better place
to ask for help. I see you already opened a discussion topic there.
https://devtalk.blender.org/t/about-drag-and-drop-textures/16819
Regards,
Brecht.
On Wed, Dec 30, 2020, 04:31 Adult Engineering via Bf-committers <
bf
Hi,
There is a draft for the next VFX reference platform up now. Since we had
some issues with the last one, it would be good to give feedback if
necessary.
https://vfxplatform.com/
https://groups.google.com/g/vfx-platform-discuss/c/bnyJ2X1SwAw/m/bA_hW2MpBQAJ
Python was upgraded to 3.9, which wi
A big reason for choosing Phabricator at the time was because it was
designed for larger projects. That means being able to organize tasks and
code reviews into projects and subprojects, even if they all apply to the
same code repository. Moving tasks between projects, assigning tasks to
multiple p
Personally, I wouldn't change this.
Add-ons authors are credited in the add-on preferences, where you go to
enable the add-on. The fact that they are bundled rather than installed
from an online repository (which is what we should do eventually) makes
little practical difference I think.
For the
To give a bit more context to what I wrote, since I got some comments about
this.
What I am arguing for is that the BF should invest in an online add-on
repository and API (including API stability), while giving control and
responsibility to add-on developers. I believe that will give a better
out
----------------
> > Dalai Felinto -da...@blender.org -www.blender.org
> > Blender Development Coordinator
> > Buikslotermeerplein 161, 1025 ET Amsterdam, the Netherlands
> >
> >
> > Op vr 11 jun. 2021 om 15:11 schreef Brecht Va
There are certainly challenges implementing such a system, though it's been
done many times in other applications. It's too early to go into such
details, it's not clear this will even happen or when.
On Thu, Jun 17, 2021 at 10:14 PM Dan McGrath
wrote:
> Hi,
>
> For an official online repository
On Sat, Jun 19, 2021 at 8:13 AM Ryan Inch via Bf-committers <
bf-committers@blender.org> wrote:
> If the bundled add-ons were moved out of Blender and into an online
> repository each user would have to explicitly search for and download
> them instead of having them ready to be used out of the bo
No, there are no such plans.
On Thu, Jun 24, 2021 at 8:47 AM Ryan Inch via Bf-committers <
bf-committers@blender.org> wrote:
> @ The core developers considering this repository idea.
> With this new online add-on repository you are proposing, you have
> talked about unifying add-on distribution,
Maybe we can think of better names for Steam? "autotest" and "vdev" are not
terminology for users. I would try to match the buildbot:
* Daily Build - Alpha
* Daily Build - 2.93 LTS - Candidate
* Daily Build - 2.83 LTS - Candidate
I'm also not sure what that launcher option is for? If it's for
ble
uld just always be used.
>
>
> Still investigating how to add launchers correctly to Steam on BETA
> branches.
> Not really obvious and I can easily mess up all the other branches
> and the current live default app if not careful.
> I can work on this once Ray is happy with it.
You appear to still be a member of the Documentation and Translations
projects, which gives you commit rights to those subversion repositories.
The credentials for subversion are your developer.blender.org username and
password. If you forgot your developer.blender.org password you should be
able
For reference there is more discussion about this in the two tasks:
2021: https://developer.blender.org/T83246
2020: https://developer.blender.org/T68774
My preference is still to track the full VFX platform, including the Python
version. However I know I'm in the minority on this, and I'm not exp
There are definite trade-offs, but a few things:
* Linux distribution packages are not expected to follow the VFX platform.
They have always deviated in the library versions compared to our own
builds, including the Python version.
* Upgrading to the latest Python version is not the only way to fix
This is normal, many DNA changes are automatically handled and do not
require the file version to be changed..
On Sat, Jul 9, 2022 at 9:49 PM Holger Machens via Bf-committers
wrote:
>
> Hey guys,
>
>
>
> not sure if that was intended, but the DNA file version didn't change
> with the 3.2.1 correc
Hi all,
Blender 3.5 will have new minimum required versions for Linux
distributions, following the VFX platform 2023. See here for details:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.5#Compatibility
https://developer.blender.org/T102440
The buildbot infrastructure changes are expecte
I think it's reasonable to do the bump now, instead of 3 months from now
when we definitely have to do it. And doing it together with the VFX
platform updates and new Linux minimum requirements makes some sense.
It's always unfortunate to leave behind hardware, but even macOS 10.15 is
already EOL
situation has me leaning
> towards option a.
>
> --Ray
>
>
>
> On 2023-01-05 8:26 a.m., Brecht Van Lommel via Bf-committers wrote:
> > I think it's reasonable to do the bump now, instead of 3 months from now
> > when we definitely have to do it. And doing it t
There is not going to be an OpenGL fallback once Metal is stable. Eevee
next and the viewport compositor will require Metal, it's not just about
performance.
On Thu, Jan 5, 2023 at 5:18 PM Chuck Ocheret via Bf-committers <
bf-committers@blender.org> wrote:
> It seems to me that supporting Metal w
If you're creating proprietary software that you're going to distribute to
others, then as a general rule you can not include GPL code in that.
There's various details and debate around when exactly this applies, but
the case you give seems quite clear-cut.
Note that the Cycles code is Apache lice
Hi all,
The migration from Phabricator to Gitea is planned for tomorrow (Tuesday,
February 7).
In the morning Amsterdam time, developer.blender.org and git.blender.org
will become read-only (or down entirely at times). Then a few hours later
we hope to have projects.blender.org up and running to
Hi all,
The new projects.blender.org is now online. See this blog post for
important information on how to switch over:
https://code.blender.org/2023/02/new-blender-development-infrastructure/
For developers and module members, please read the following topic
carefully. Here we will also gather f
Today the Blender manual and its translations migrated from Subversion to
Git.
See the blog post for more information:
https://code.blender.org/2023/05/sunsetting-subversion/
See the new contributing instructions here:
https://docs.blender.org/manual/en/dev/contribute/index.html
On Linux and mac
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