Get Well Soon Ton,
https://www.google.com/url?sa=i&url=https%3A%2F%2Fgiphy.com%2Fgifs%2Fdisney-big-hero-6-baymax-hiro-Lb3vIJjaSIQWA&psig=AOvVaw0DmIk2yT5EjFW2z4jrLJd9&ust=1583507557928000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCJC9zL7Pg-gCFQAdABAD
Best Regards,
Jacob Merrill
>
___
* All the main projects were merged in time for bcon2
could we have a list of these?
On Mon, Mar 23, 2020 at 3:30 AM Dalai Felinto via Bf-committers <
bf-committers@blender.org> wrote:
> Hi all,
>
> Here are the notes from today's developer meeting. Next meeting is
> Monday, 30 March 18:00 CEST
t; - Multires
> - VR
>
>
> -Dalai-
>
> Dalai Felinto - da...@blender.org - www.blender.org
> Blender Development Coordinator
>
> Em seg., 23 de mar. de 2020 às 16:14, Jacob Merrill via Bf-committers
> escreveu:
> >
> > *
realized I forgot to link to the patch -
https://developer.blender.org/D7010
On Mon, Jul 20, 2020 at 10:16 AM Jacob Merrill
wrote:
> I was wondering about the AOV patch for eevee
> this is a very nice feature and it appears near completion,
>
> could this be put at the bottom of a workboard?
>
I was wondering about the AOV patch for eevee
this is a very nice feature and it appears near completion,
could this be put at the bottom of a workboard?
On Mon, Jul 20, 2020 at 10:13 AM Dalai Felinto via Bf-committers <
bf-committers@blender.org> wrote:
> Hi all,
>
> Here are the notes from tod
A network could be represented by vertex at each neuron, and edges
connecting them
the data itself would not render as it has no faces, instead particles
could be instanced to represent each neuron,
and I think animation node systems could be abused to make particles flow
from instance to instance.
Is there any concern for animation speedups in the long term or short term?
CPU armature skinning is very very slow for playblasts,
everything else is top notch.
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Some effort needs to be made to fix rocketchats history jumping, and bad
mention jumping etc.
It makes it a bit hard to even get caught up on chats one misses.
On Tue, Mar 2, 2021, 11:11 PM Ryan Inch via Bf-committers <
bf-committers@blender.org> wrote:
> It seems to me that you are still having
Upbge fork has object property's restored, and they are used on UPBGE in
game,
You could use this as a basis, it's kept in sync with blender master.
Upbge.org
On Thu, Mar 4, 2021, 3:46 PM Juan Linietsky via Bf-committers <
bf-committers@blender.org> wrote:
> We can probably pull request this fu
I would take something you may want to work on
like eevee, or depsgraph, or cycles, and take time and understand how it
works,
and then look at right_click_select and try implementing stuff,
even if it never gets submitted it's a good practice to start thumbing
through the code
some of these may b
First off I want to say thank you.
I have been using EEVEE render for realtime / teaching physics and coding
and the progress is amazing,
but there are 2 things that need priority for the release or at least to be
placed on the roadmap.
there has been talk about open subdivision living 'after th
Thanks for all you do!
On Fri, Jun 18, 2021 at 8:09 AM James Monteath via Bf-committers <
bf-committers@blender.org> wrote:
> Hi all,
>
> Buildbot has been updated.
> https://builder.blender.org/admin/#/builders
>
> Notable changes on the Wiki.
> https://wiki.blender.org/wiki/Infrastructure/Buil
I feel like a bit of a broken record - but in geo nodes, we don't have the
ability to transform a vector into localspace for a object, or back to
world space using the object matrix.
in py
local_vec3_out = bpy_object.matrix_world.inverted() @ vec_3_in_world_point
world_vec3_out = bpy_object.mat
Welcome Ding!
maybe we can find a way to pull in some of these good blender forks ;D
On Tue, Sep 14, 2021 at 7:40 AM Piotr Arłukowicz via Bf-committers <
bf-committers@blender.org> wrote:
> Congratulations!!!
>
> Perfect person and perfect welcome message! :) Long live BLENDER
>
>
> pio
>
>
can we get the current eevee shader string?
compile a shader to get drawn in the main loop?
with this I can override the drawing of a object for sure.
On Thu, Sep 23, 2021 at 1:07 AM Hadrien Brissaud via Bf-committers <
bf-committers@blender.org> wrote:
> Fair enough, I just wanted to make sur
Metal backend for cycles is a huge deal with the new m1 MAX having 64 gig
shared ram.
should render ultra fast as everything is able to fit in core.
On Tue, Nov 2, 2021 at 8:46 AM Bastien Montagne via Bf-committers <
bf-committers@blender.org> wrote:
> Hi Dalai,
>
> Since BCon2 is a fairly soft
I think* the plan is to make geometry nodes able to do all modifiers + new
ones
On Sat, Dec 4, 2021 at 6:23 PM bjornmose via Bf-committers <
bf-committers@blender.org> wrote:
> Hi all,
>
> Some years have passed since I coded something for blender. However.
>
> I'd like to refactor the soft body
lighting / shading has quite a bit to do with simulated light transport
inverse square falloff / vector.reflect() check the mathutils lib
tree structures are used to accelerate calculations like bvhtree, for ray
triangle intersection tests for things like cycles or even game physics,
geometry no
What about popping up the outliner / orphan data window in quit, and
showing exclamation icon somewhere if there is a orphan
On Mon, May 16, 2022, 9:15 AM Harley Acheson via Bf-committers <
bf-committers@blender.org> wrote:
> I’d love to have someone flesh out this “warning on quit” idea, because
What about p2p?
Can we have users seed lib downloads?
On Fri, Jun 17, 2022, 9:11 AM Dan McGrath via Bf-committers <
bf-committers@blender.org> wrote:
> Hi,
>
> Really, I would need to see a capture from both sides to dig into it. I
> need to see what is being sent, and what is received on each s
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