[Bf-committers] commit access
Ton Roosendaal
ton at blender.org
Fri Sep 5 18:01:02 CEST 2008
Hi Michael,
It looks like a very impressive and ambitious line-up of features
you're going to be working on! Of course you are welcome here. We can
really use corporate sponsored Blender developers.
However, we unfortunately don't have branch-only accounts. We also have
defined that branches in our svn are only for "official" or approved
projects, by the current developers with svn access.
Hopefully you'll accept the regular convention here for getting svn
access; you first provide some docs & patches, and try to find people
to review and test them. (Campbell for baking, Brecht for glsl, are the
candidates for review).
When your work finds wide approval (especially from current owners of
the code) you'll get svn write access.
But! Work on Blender then still has to be based on topics you'll have
to agree on with the blender.org team, with our design concepts and
align with our scheduling in mind. This might conflict with the
specifications and planning of your studio. If you have artists yelling
at you, you might prefer to quickly commit things to help them! Having
your own svn (server) then is much better.
It is well possible that the artists in your studio love Blender and
only intend to improve it in geat ways (not like turn it into 3ds :),
but that we'll better find out... in due time, but while working
together.
You can also count on my continuous interest in ways how to help
developers in situations like this. How much of your work *should* go
to a release, and what is possible to do as a temporary
studio-project-fork?
Are there better ways to get Blender as an open source project
integrated in studio development projects?
Thanks,
-Ton-
On 4 Sep, 2008, at 20:29, Michael Mayers wrote:
> hi all,
>
> I would like to get commit access for just a specific branch
> of blender ( so anything I do will not upset the trunk ).
> I will integrating blender as a part of our pipeline in a commercial
> game
> studio. I will work to streamline it for our production tasks.
> If I cannot get access in a timely fashion I will probably be forced to
> commit to our own internal svn server. That would really stink because
> I
> do want to give back to the community, and it would make merging from
> trunk a PITB.
>
> I will get some paid time to work on this, so it is worth considering !
>
> /////////////////////////////////////////
>
> I intend on using blender as a baking tool in our pipeline,
> So I will be focusing on these areas:
>
> 1. Artist UI/workflow improvements for baking
>
> 2. Bake Automation (eg - bake all normal maps in this scene, bake all
> ao
> maps in this scene, flush result to image files). This should be
> available
> from the commandline for use in build automation.
>
> 3. Bake Sets (multiple bake targets/configurations, say AO->aomap,
> FULL->fullmap, NRM->nrmmap), etc. - this will be useful for
> supporting multiple platforms (say wii and xb360).
>
> 4. Baking SSS: This may or may not be possible since it is a camera
> relative effect, but I am going to try it anyway. Im thinking I may
> move
> the camera per shade sample. I really want a baked SSS look for our
> artwork!
>
> 5. GPGPU based baking for performance.
> AO is the first obvious choice using the stochastic depthmap shadow
> gathering technique.
>
> 6. better realtime shader support.
> I need the artist to be able to edit parameters on realtime
> shaders I
> make. I can't just rely on node based materials being compiled into
> realtime shaders. I need to specify realtime shaders explicitly and
> have
> an interface that reflects parameters. (eg. the CgFX plugin in maya).
> I also need this information exported into collada.
>
> I may if time permits investigate animation/rigging support for collada
> import/export.
>
> /////////////////////////////////////////////
>
> you can see examples of my past work at
>
> http://www.tweakoz.com/portfolio/
>
> thanks,
>
> mtm
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>
------------------------------------------------------------------------
Ton Roosendaal Blender Foundation ton at blender.org www.blender.org
Blender Institute BV Entrepotdok 57A 1018AD Amsterdam The Netherlands
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