[Bf-committers] Patch #6161 updated
Ton Roosendaal
ton at blender.org
Thu Sep 18 17:27:48 CEST 2008
Hi,
Review in tracker. It's much improved now! Someone else should look at
the py part though...
-Ton-
------------------------------------------------------------------------
Ton Roosendaal Blender Foundation ton at blender.org www.blender.org
Blender Institute BV Entrepotdok 57A 1018AD Amsterdam The Netherlands
On 17 Sep, 2008, at 23:06, Early Ehlinger wrote:
> Hi Dalai,
>
> On Wed, Sep 17, 2008 at 3:14 PM, Dalai Felinto <dfelinto at gmail.com>
> wrote:
>
> Thanks! I hope it is - one of the stumbling blocks we've been having
> in getting this into the source trunk is the concern that nobody but
> us will find utility in it. I'm glad to see that there's at least one
> other person out there who could, because, well, 1 is infinitely times
> as many as 0 :-)
>
>> report by email the current status of an animation, particles baking,
>> fluid baking, ...
>> The goal is to let the computer thinking as you go work in other
>> computers or go to the beach and let the iphone tells you when it is
>> time to work again :)
> Getting an email with progress info would be very easy to do with this
> patch - simply have the callback function send an email (or not) to
> let you know how things are progressing. On the farm, we do something
> very similar - we store the progress info into a file that is later
> handed off to the end user.
>
> What's more, you could have the progress email provide more
> fine-grained detail than simply "Frame 5 has started." I.e., it could
> say something like "As of 4:00 pm, Frame 5 has processed 5,432,124 of
> 6,000,000 particles. In the last 1 hr, 3 frames and 23,432,124
> particles have been processed. Total frames left to complete process
> after frame 5: 64"
>
>>
>>
>> 1) I didn't look to the patch, but I saw the Patch Tracker comments
>> [1]. Do you think it would be possible to enable a progression output
>> to Particles Baking as well ?
> Absolutely. It would be a simple matter of adding a call to
> Blender_Trace( .... ) inside the particle baking code. I'm not
> familiar with that area of the code, but I find it highly unlikely
> that it would be difficult to instrument with tracing functionality.
>
> The way this patch works is that you write a function in Python, and
> then ask Blender to call your function. The python looks something
> like this:
>
> import Blender
>
> def rpBlenderCallbackSvn( sFile , nLine , sMessage , nFilterMode ):
> print "[RPBCB]" , sFile , "(" , nLine , ") - " , sMessage;
>
> Blender.Set( "traceCallback" , rpBlenderCallbackSvn );
> Blender.Set( "traceFilterOn" , Blender.btfm_RenderProgress );
>
> One can easily imagine something like:
>
> Blender.Set( "traceFilterOn" , Blender.btfm_ParticleBakeProgress );
>
> You would then have your rpBlenderCallbackSvn( ... ) function parse
> sMessage for useful information, decide when to send emails, etc.
>
>>
>> Right now I'm using FrameChanged since it works the same way with
>> almost [2] all of the hard-stuff.
>>
>> Is it possible/hard to enable a ScriptLink that is raised after the
>> frame change+Redraw, or after the render is finished? Something like:
>> FrameCalculationsFinished
> I'm not familiar with ScriptLink at all, but if I understand your goal
> correctly, it should be very easy to accomplish with this patch -
> simply watch for the right sMessage in your rpBlenderCallbackSvn, and
> send an email to your iPhone when that message arrives.
>
>>
>> Dalai Felinto
>> http://blenderecia.orgfree.com
>>
>> 1 -
>> https://projects.blender.org/tracker/index.php?
>> func=detail&aid=6161&group_id=9&atid=127
>> 2 -
>> https://projects.blender.org/tracker/index.php?
>> func=detail&aid=17644&group_id=9&atid=125
>>
>> 2008/9/17 Early Ehlinger <earlye at gmail.com>:
>> > I finally had some time to re-synch the ResPower blender tracing
>> patch with
>> > the latest SVN. This is the patch that ResPower uses to provide
>> progress
>> > information in its render logs, since viewing render nodes'
>> desktops is
>> > expensive compared to sending a few lines of text to a customer's
>> web
>> > browser.
>> >
>> > The way it works is that it exposes a new python API whereby a
>> script can
>> > request that Blender send trace messages to a python function. On
>> the
>> > ResPower farm, the python function simply prints the output to the
>> console,
>> > and the farm management software reads the console and saves the
>> output to
>> > the log.
>> >
>> > The instrumentation here is mainly rendering-centric, but the
>> patch can be
>> > extended to support other portions of the code as well. This
>> would be
>> > useful, for example, to have end-users generate a log file to
>> track down
>> > difficult-to-reproduce bugs. (e.g., "run this script, email me
>> the log file
>> > when the bug occurs!" )
>> >
>> > I would really like to get this patch into the trunk so that we
>> can start to
>> > provide support for the official releases of Blender more quickly
>> (download
>> > and deploy, as opposed to download, patch, build, and deploy), and
>> also so
>> > we can add support for the svn version of Blender for our more
>> advanced
>> > users. We can't do this now as patching the files every day would
>> be a
>> > major hassle.
>> >
>> > The default behavior should be indisginquishable from not having
>> the patch,
>> > i.e., you should only notice a difference if you turn on the
>> functionality
>> > from python. See /source/tools/test-blender-trace.py for an
>> example of
>> > using it.
>> >
>> > -- Early Ehlinger, President, ResPower, Inc.
>> >
>> > _______________________________________________
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>> > Bf-committers at blender.org
>> > http://lists.blender.org/mailman/listinfo/bf-committers
>> >
>> >
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