[Bf-committers] Google Summer of Code Idea

Timothy Baldridge tbaldridge at gmail.com
Mon Mar 12 18:35:21 CET 2007


I did some tests with this in Win32 and linux. The file system was
fast enough for a file per frame setup. Just make sure you divide the
frames up into groups of ~1000 frames and put them in their own
folders. NTFS starts choking around 30,000 files in one directory.

Timothy

On 3/12/07, Michael Robinson <fractalgfx at gmail.com> wrote:
> I was thinking of something like a frame server, partly because it
> would less dependent on the video IO backed (ffmpeg, qt, etc..).  This
> is a more robust system, it will eliminate unnecessary data reading
> and writing and will not behave unpredictably, in the event of file
> corruption.
>
> The downside of this approach is file system performance.  File system
> performance degrades when directories contain a large number of files.
>  Every file system is different, so for optimal performance, the frame
> server would have to use different directory layouts on different
> platforms.
>
> On 3/12/07, Timothy Baldridge <tbaldridge at gmail.com> wrote:
> > About that, I've been thinking more and more that it might be a good
> > idea for blender to use a frame server for the sequencer. This is what
> > discreet does.
> >
> > Here's the basic overview. There is a single directory where all
> > frames are kept. Each frame is a separate jpg, tiff, or raw file. This
> > allows for quick scrubbing though the sequence. All these files would
> > be kept track of in a small database (sqlite). Using this method it
> > would be very easy to add meta data, create proxies, etc.
> >
> > I worked on this type of subsystem for a project I was working on and
> > found it to be extreamly fast and flexible.
> >
> > Timothy
> >
> > On 3/12/07, Johnny Matthews <johnny.matthews at gmail.com> wrote:
> > > Either that or having the ability to use a 'proxy' file for doing
> > > edits and rendering off the main file would be great.
> > >
> > > On 3/12/07, Michael Robinson <fractalgfx at gmail.com> wrote:
> > > > I am interested in improving the video sequence editor.  I would like
> > > > to make the editor resolution independent.  My laptop is not fast
> > > > enough to edit full frame sequences, so I want to implement the
> > > > ability to automatically create low resolution preview sequences.
> > > >
> > > > I would also to propose an alternative to IPO curves, for controlling
> > > > filmstrip effects.  I believe it would be much simpler to represent
> > > > the IPO curve as a color gradient.  A color gradient can be rendered
> > > > inside the  filmstrip, and would behave like the color ramp in the
> > > > material editor.  I believe that this approach is simpler and makes it
> > > > much easier to visualize the effect's timing relative to the
> > > > filmstrips.
> > > >
> > > > The video editor would benefit from a lot of small improvements, but I
> > > > don't want to come up with a proposal that is overambitious.
> > > >
> > > > Thanks,
> > > >
> > > > Mike
> > > >
> > > > On 3/11/07, Michael Robinson <fractalgfx at gmail.com> wrote:
> > > > > I will look into the material nodes, but I think it will be very difficult
> > > > > to evaluate the amount of work required.  Before I even know what to code I
> > > > > would have to spend a lot of time finding papers documenting pattern
> > > > > generation.  I would also have to teach myself some basic signal processing.
> > > > >  I would enjoy the challenge, but I am reluctant to take on a task that
> > > > > would have a very low ratio of code to  to total work.
> > > > >
> > > > > I am also interested in working on the video sequence editor.  I'm not going
> > > > > to go into a lot of detail now, but I find the IPO editor to be very awkward
> > > > > when trying to adjust effects tracks.  I'll post some other ideas later.
> > > > >
> > > > >
> > > > >
> > > > > On 3/10/07, Tom M <letterrip at gmail.com > wrote:
> > > > > > Hi Michael,
> > > > > >
> > > > > > > Hi, I am trying to figure out what to do this summer and am interested
> > > > > in
> > > > > > > working on a SOC project.  I am wondering if a material browser for
> > > > > managing
> > > > > > > and viewing material libraries would be a good project.  Is this
> > > > > something
> > > > > > > thatO
> > > > > >
> > > > > > as Joe notes, elubie is probably near completion of such a feature alread.
> > > > > >
> > > > > > If you are interested in materials a related project that might be
> > > > > > interesting is improving the node material tools.
> > > > > >
> > > > > > Have a look at the capabilities provided by
> > > > > >
> > > > > > filterforge
> > > > > > http://www.filterforge.com/
> > > > > >
> > > > > > darktree
> > > > > > http://www.darksim.com/html/dt25_demo.html
> > > > > >
> > > > > > Genetica
> > > > > > http://www.spiralgraphics.biz/genetica.htm
> > > > > >
> > > > > > Blenders node design is in general superior, however it is missing a
> > > > > > number of generators and a great deal of flexibility compared to the
> > > > > > three tools above.  (Also note that each of the above have many
> > > > > > redundant nodes - ie the worley noise texture is presented as four or
> > > > > > five different nodes in filterforge even though they are just
> > > > > > different presets).
> > > > > >
> > > > > > Also you might have a look at the texture nodes of other 3D tools such
> > > > > > as Maya, 3DS Max, Houdini, Cinema 4D and Lightwave,
> > > > > >
> > > > > > LetterRip
> > > > > > _______________________________________________
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> > > > > >
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> > > > > >
> > > > >
> > > > >
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> > > >
> > >
> > >
> > > --
> > > Johnny Matthews
> > > johnny.matthews at gmail.com
> > > Check out my blog at - http://johnnygizmo.blogspot.com
> > >
> > > "Any sufficiently advanced technology is indistinguishable from magic."
> > > - Arthur C. Clarke
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> >
> >
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