[Bf-committers] Material node editor backdrop

Blender Attitude blenderattitude at gmail.com
Mon May 9 15:23:55 CEST 2016


Hello Blender friends,

Just one idea : wouldn't it be nice to have the material preview directly
in the node editor, as backdrop ? I would love it.

Cheers,
Blender Attitude
Le 22 mars 2016 12:00, <bf-committers-request at blender.org> a écrit :

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Today's Topics:

   1. [GSoC 2016] Sculpting Tools (Jiang Cecil)
   2. Length (Blender Attitude)
   3. OpenGL 2D Drawing API GSoC (Shreyash Shriyam)
   4. Re: Length (Jaume Bellet)
   5. Re: Google Summer Of Code: UV - Tools (Phil Gosch)
   6. Re: Google Summer Of Code: UV - Tools (Joe Eagar)
   7. Re: Google Summer Of Code: UV - Tools (Piotr Arlukowicz)
   8. Re: Google Summer Of Code: UV - Tools (Phil Gosch)
   9. Re: Google Summer Of Code: UV - Tools (Pawe? ?yczkowski)
  10. Re: Google Summer Of Code: UV - Tools (Phil Gosch)
  11. GSoC 2016 Proposal for Solidify Modifier (Longhua Wu)
  12. Re: Google Summer of Code 2016 (Sanjana Wadhwa)
  13. Re: [GSoC] Improved threadability of Compositor   nodes
      (Matheus Sousa Faria)
  14. Re: [GSOC 2016] - Solidify Modifier (Campbell Barton)
  15. Git repository (PerfectionCat)
  16. Re: GSoC 2016 - Improve Undo Memory Usage for Mesh        Data
      (Campbell Barton)
  17. Re: GSoC interested proposal (Campbell Barton)
  18. Re: [GSoC 2016] Sculpting Tools (???)
  19. Re: GSoC 2016 Proposal for Solidify Modifier (Campbell Barton)
  20. Re: [GSoC 2016] Sculpting Tools (Campbell Barton)
  21. GSoC 2016  Proposal for solidify modifier (Wu, Longhua)
  22. Re: How to Manage Incomplete Tasks that have the Requested
      Information (Bastien Montagne)
  23. Re: How to Manage Incomplete Tasks that have the Requested
      Information (Sergey Sharybin)
  24. Re: [GSoC] Cycles Denoiser (Sergey Sharybin)
  25. Re: OpenGL 2D Drawing API GSoC (Sergey Sharybin)
  26. Re: [GSoC] Improved threadability of Compositor   nodes
      (Sergey Sharybin)
  27. Re: Git repository (Sergey Sharybin)


----------------------------------------------------------------------

Message: 1
Date: Mon, 21 Mar 2016 19:08:17 +0800
From: Jiang Cecil <cecil.ini.jiang at gmail.com>
Subject: [Bf-committers] [GSoC 2016] Sculpting Tools
To: bf-committers at blender.org
Message-ID:
        <CAMvjBmLEgHiho=w_V2yMU3cYOOoyrzkFHsMNK0ZAkX-MR7YJRQ at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Hi,

My name is Kairong Jiang. I'm a third-year undergraduate student of
Zhejiang University and I major in computer science. I have been working
under professor Yue Chen on a VTK-based program and I'm interested in
making better sculpting tools for blender as my GSoC 2016 project.

I have been trying the existing sculpting tools of blender and reading some
of the source codes concerning sculpting to make sense of how they work. I
think it wouldn't be too hard to implement the tools proposed on the ideas
page once I figured out how sculpting was done in blender. That is the data
structures of vertices and meshes, and the procedures to manipulate them. I
could really need someone to tell me which specific code those procedures
are implemented so that I can look into it.

As for the three sculpting tools proposed on the  ideas page, I can think
of some intuitive and naive methods to implement them, but I wonder if
there are some better ways. Also it would be nice if someone can tell me
whether there are researches on implementing such tools or implementations
in other 3D modeling softwares and where I can learn about them.

I tried to use IRC a couple of days ago but I found it confusing that I
have no idea who I should talk to on this topic. I would be appreciated if
anyone could offer me some guidance and discuss further with me about the
details of the project.

Thanks,
Kairong Jiang


------------------------------

Message: 2
Date: Mon, 21 Mar 2016 13:48:54 +0100
From: Blender Attitude <blenderattitude at gmail.com>
Subject: [Bf-committers] Length
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAML3MyYbgj-n9b9W3_BBjPNor7NXvQCqcM9AQSkyw+4zF-T+rg at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

You can check this development

https://vimeo.com/158415459

Thank you. Yes it does the job but just entering the value in a length box
for the current selection would be enough. And so useful for every Blender
artist. Blender is so powerful and this tiny little box doesn't exists. I
can't believe it ;)

Cheers,
Blender Attitude


------------------------------

Message: 3
Date: Mon, 21 Mar 2016 18:28:24 +0530
From: Shreyash Shriyam <shreyashshriyam at gmail.com>
Subject: [Bf-committers] OpenGL 2D Drawing API GSoC
To: bf-committers at blender.org
Message-ID:
        <CAOUEXABCYQoeem2XLd4fpy-nbAyJBAxT6UU4oBhEVTrDGehyxw at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Hi
I am interested in in OpenGL 2D Drawing API project as i have intermediate
command on OpenGL 3.0 using C++ bindings and I would like to devote myself
more in this direction, I would like to know where to start from, also
could i get the email addresses of the potential mentors Thanks
Best Regards
Shreyash Shriyam


------------------------------

Message: 4
Date: Mon, 21 Mar 2016 15:36:21 +0100
From: Jaume Bellet <mauge at bixo.org>
Subject: Re: [Bf-committers] Length
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAEkaXrxyNe3eRvism+EPkc9mFk_-DK5-N_uu6grtsYLXE9Q4KQ at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

imho for just entering the value in a input box, you must handle properly
(and user should be aware of it) what happens with multiple selections, and
to which side is modified the length.

In the case shown you can visually see to which side will be modified the
length (depending on which side of dimension text you have click) and you
can control what is modified (via user selection: vertexs selected get the
same transform, or automatically if enabled detecting faces on a plane).

2016-03-21 13:48 GMT+01:00 Blender Attitude <blenderattitude at gmail.com>:

> You can check this development
>
> https://vimeo.com/158415459
>
> Thank you. Yes it does the job but just entering the value in a length box
> for the current selection would be enough. And so useful for every Blender
> artist. Blender is so powerful and this tiny little box doesn't exists. I
> can't believe it ;)
>
> Cheers,
> Blender Attitude
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


------------------------------

Message: 5
Date: Mon, 21 Mar 2016 18:28:31 +0100
From: Phil Gosch <phil at saphirestudio.at>
Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools
To: bf-committers at blender.org
Message-ID: <56F02F3F.60307 at saphirestudio.at>
Content-Type: text/plain; charset=windows-1252; format=flowed

Hey again!

I just submitted/shared my proposal via the GSOC form and would love to get
some feedback from possible mentors, seasoned devs and Ton of course. As
usual I'm also available via IRC.

I'd especially be interested in what specific improvements to the Unwrap
algorithm ("Improved automatic UV Layout") the mentors had in mind when
writing the ideas page as well as general feedback regarding the proposal.

Thanks in advance and best wishes,
Phil



Am 13.03.2016 um 12:49 schrieb Phil Gosch:
> Hey everybody!
>
> My name is Phil Gosch, I'm from Graz University of Technology and I'm
> interested in the "UV Editing Tools" GSOC project.
> I'd be very happy to realize this project and wanted to get some
> help/tipps or hints beforehand, that's why I'm writing this mail.
>
> About me: I'm a long time Blender user and active member of the Blender
> community. Besides university I'm working as a 3D/Technical Artist
> freelancer, where I'm mostly doing illustrations, visualizations
> including custom tool development and gameart/gamedev. You can have a
> look at my portfolio at my homepage [0] or at my Blender Network profile
> [1].
>
> As someone who uses Blender as his main tool on a daily basis I know the
> UV Editor (and its shortcomings) and because of that fact I not only
> think I'm fitting for this project but I also have a great personal
> interest in improving these tools. I'm no complete stranger to Blender
> core coding, I already had some of my patches applied to trunk a few
> years ago. Of course the codebase is changing all the time, that's why
> I'm already getting familiar with the codebase again. I already compiled
> the newest Blender version and I'm spending my free time reading
> uvedit_*.c files. ;)
>
> I think the outline presented at the ideas page [2] makes sense, however
> while writing my proposal I found that I liked the idea of trying to
> convert some of the useful UV python scripts I'm using to C code (I'm
> sure people have lots of scripts they use which I don't even know
> about). So if you use a python addon for the UV tools and would like me
> to consider it for inclusion into my proposal, please let me know by
> answering to this mail. :)
>
> If any of the potential mentors (Bastien, Campbell, Howard) have some
> useful input I'd be very thankful! Also if anyone could have a look at
> my proposal before submitting that would be great! It's not finished
> yet, but you can poke me anytime on IRC/blendercoders, I'm always
> lurking there. My IRC nick is "saphires".
>
> Best wishes,
> Phil
>
> [0] http://www.saphirestudio.at/
> [1] https://www.blendernetwork.org/phil-gosch
> [2]
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
>
> PS: Sorry if this mail shows up twice, there was an error when I first
> tried sending it
>

--
pixel-pusher at saphirestudio.at



------------------------------

Message: 6
Date: Mon, 21 Mar 2016 11:00:27 -0700
From: Joe Eagar <joeedh at gmail.com>
Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAF9ycROuGLzQ3eRN6k9Rt+GzJQE1_tSCRusFJrDkEK0UA7hH2g at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

I had an embarrassing moment last year when trying to help a coworker
find a feature in Blender's UV editor.  It. . .no longer existed.  We
definitely need some work done here.  One thing that absolutely drove
her insane was the inability to hide UV islands without altering the
mesh selection state.  That was a big deal for her.

It might be worth concentrating on improving the UI workflow and not
spend too much time on new unwrapping features.

Best,
Joe

On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <phil at saphirestudio.at> wrote:
> Hey again!
>
> I just submitted/shared my proposal via the GSOC form and would love to
get some feedback from possible mentors, seasoned devs and Ton of course.
As usual I'm also available via IRC.
>
> I'd especially be interested in what specific improvements to the Unwrap
algorithm ("Improved automatic UV Layout") the mentors had in mind when
writing the ideas page as well as general feedback regarding the proposal.
>
> Thanks in advance and best wishes,
> Phil
>
>
>
> Am 13.03.2016 um 12:49 schrieb Phil Gosch:
>> Hey everybody!
>>
>> My name is Phil Gosch, I'm from Graz University of Technology and I'm
>> interested in the "UV Editing Tools" GSOC project.
>> I'd be very happy to realize this project and wanted to get some
>> help/tipps or hints beforehand, that's why I'm writing this mail.
>>
>> About me: I'm a long time Blender user and active member of the Blender
>> community. Besides university I'm working as a 3D/Technical Artist
>> freelancer, where I'm mostly doing illustrations, visualizations
>> including custom tool development and gameart/gamedev. You can have a
>> look at my portfolio at my homepage [0] or at my Blender Network profile
>> [1].
>>
>> As someone who uses Blender as his main tool on a daily basis I know the
>> UV Editor (and its shortcomings) and because of that fact I not only
>> think I'm fitting for this project but I also have a great personal
>> interest in improving these tools. I'm no complete stranger to Blender
>> core coding, I already had some of my patches applied to trunk a few
>> years ago. Of course the codebase is changing all the time, that's why
>> I'm already getting familiar with the codebase again. I already compiled
>> the newest Blender version and I'm spending my free time reading
>> uvedit_*.c files. ;)
>>
>> I think the outline presented at the ideas page [2] makes sense, however
>> while writing my proposal I found that I liked the idea of trying to
>> convert some of the useful UV python scripts I'm using to C code (I'm
>> sure people have lots of scripts they use which I don't even know
>> about). So if you use a python addon for the UV tools and would like me
>> to consider it for inclusion into my proposal, please let me know by
>> answering to this mail. :)
>>
>> If any of the potential mentors (Bastien, Campbell, Howard) have some
>> useful input I'd be very thankful! Also if anyone could have a look at
>> my proposal before submitting that would be great! It's not finished
>> yet, but you can poke me anytime on IRC/blendercoders, I'm always
>> lurking there. My IRC nick is "saphires".
>>
>> Best wishes,
>> Phil
>>
>> [0] http://www.saphirestudio.at/
>> [1] https://www.blendernetwork.org/phil-gosch
>> [2]
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
>>
>> PS: Sorry if this mail shows up twice, there was an error when I first
>> tried sending it
>>
>
> --
> pixel-pusher at saphirestudio.at
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers


------------------------------

Message: 7
Date: Mon, 21 Mar 2016 14:33:22 -0400
From: Piotr Arlukowicz <piotao at polskikursblendera.pl>
Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAHHkAb9raeVRo31FGugP4SwYcLbRN-20LoBNJxHuArdCy1PDbw at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Another very important feature which is already present and is not so good
is the packing of islands. It changes the surface of islands in a very
unpredictable manner, making similar islands to be scaled very differently.
This makes packing islands nearly unusable.

And another one, which is very missed - is the ability of creating a groups
of island, which will then act as a single island. This would help manual
unwrapping and packing the map A LOT easier! Pinning here does not help
much and other tricks still don't make this work-flow fluent enough.

pio


?Piotr
? Arlukowicz, BFCT?

?*YT: /user/piotao?feature=guide*
 *FB:* */polskikursblendera* *TW:*
*/piotao*
*Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz
<https://www.blendernetwork.org/piotr-arlukowicz>*
*Polski Kurs Blendera:* http://polskikursblendera.pl




2016-03-21 14:00 GMT-04:00 Joe Eagar <joeedh at gmail.com>:

> I had an embarrassing moment last year when trying to help a coworker
> find a feature in Blender's UV editor.  It. . .no longer existed.  We
> definitely need some work done here.  One thing that absolutely drove
> her insane was the inability to hide UV islands without altering the
> mesh selection state.  That was a big deal for her.
>
> It might be worth concentrating on improving the UI workflow and not
> spend too much time on new unwrapping features.
>
> Best,
> Joe
>
> On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <phil at saphirestudio.at>
> wrote:
> > Hey again!
> >
> > I just submitted/shared my proposal via the GSOC form and would love to
> get some feedback from possible mentors, seasoned devs and Ton of course.
> As usual I'm also available via IRC.
> >
> > I'd especially be interested in what specific improvements to the Unwrap
> algorithm ("Improved automatic UV Layout") the mentors had in mind when
> writing the ideas page as well as general feedback regarding the proposal.
> >
> > Thanks in advance and best wishes,
> > Phil
> >
> >
> >
> > Am 13.03.2016 um 12:49 schrieb Phil Gosch:
> >> Hey everybody!
> >>
> >> My name is Phil Gosch, I'm from Graz University of Technology and I'm
> >> interested in the "UV Editing Tools" GSOC project.
> >> I'd be very happy to realize this project and wanted to get some
> >> help/tipps or hints beforehand, that's why I'm writing this mail.
> >>
> >> About me: I'm a long time Blender user and active member of the Blender
> >> community. Besides university I'm working as a 3D/Technical Artist
> >> freelancer, where I'm mostly doing illustrations, visualizations
> >> including custom tool development and gameart/gamedev. You can have a
> >> look at my portfolio at my homepage [0] or at my Blender Network
profile
> >> [1].
> >>
> >> As someone who uses Blender as his main tool on a daily basis I know
the
> >> UV Editor (and its shortcomings) and because of that fact I not only
> >> think I'm fitting for this project but I also have a great personal
> >> interest in improving these tools. I'm no complete stranger to Blender
> >> core coding, I already had some of my patches applied to trunk a few
> >> years ago. Of course the codebase is changing all the time, that's why
> >> I'm already getting familiar with the codebase again. I already
compiled
> >> the newest Blender version and I'm spending my free time reading
> >> uvedit_*.c files. ;)
> >>
> >> I think the outline presented at the ideas page [2] makes sense,
however
> >> while writing my proposal I found that I liked the idea of trying to
> >> convert some of the useful UV python scripts I'm using to C code (I'm
> >> sure people have lots of scripts they use which I don't even know
> >> about). So if you use a python addon for the UV tools and would like me
> >> to consider it for inclusion into my proposal, please let me know by
> >> answering to this mail. :)
> >>
> >> If any of the potential mentors (Bastien, Campbell, Howard) have some
> >> useful input I'd be very thankful! Also if anyone could have a look at
> >> my proposal before submitting that would be great! It's not finished
> >> yet, but you can poke me anytime on IRC/blendercoders, I'm always
> >> lurking there. My IRC nick is "saphires".
> >>
> >> Best wishes,
> >> Phil
> >>
> >> [0] http://www.saphirestudio.at/
> >> [1] https://www.blendernetwork.org/phil-gosch
> >> [2]
> http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
> >>
> >> PS: Sorry if this mail shows up twice, there was an error when I first
> >> tried sending it
> >>
> >
> > --
> > pixel-pusher at saphirestudio.at
> >
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


------------------------------

Message: 8
Date: Mon, 21 Mar 2016 19:37:26 +0100
From: Phil Gosch <phil at saphirestudio.at>
Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools
To: piotao at polskikursblendera.pl,       bf-blender developers
        <bf-committers at blender.org>
Message-ID: <56F03F66.7080207 at saphirestudio.at>
Content-Type: text/plain; charset=utf-8; format=flowed

Hey Piotr!

Thanks for your input, but improving the packing algorithm is already
part of the project.
I wasn't sure if the proposal is intended to be public, but you can find
it here:

https://docs.google.com/document/d/1TEj95pZuE83tB0HuYWwCqlKRHOP6ErA6BkR1818FUho/edit?usp=sharing

  The features you mentioned are already part of it. :)

best,
Phil

Am 21.03.2016 um 19:33 schrieb Piotr Arlukowicz:
> Another very important feature which is already present and is not so good
> is the packing of islands. It changes the surface of islands in a very
> unpredictable manner, making similar islands to be scaled very
differently.
> This makes packing islands nearly unusable.
>
> And another one, which is very missed - is the ability of creating a
groups
> of island, which will then act as a single island. This would help manual
> unwrapping and packing the map A LOT easier! Pinning here does not help
> much and other tricks still don't make this work-flow fluent enough.
>
> pio
>
>
> ?Piotr
> ? Arlukowicz, BFCT?
>
> ?*YT: /user/piotao?feature=guide*
>   *FB:* */polskikursblendera* *TW:*
> */piotao*
> *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz
> <https://www.blendernetwork.org/piotr-arlukowicz>*
> *Polski Kurs Blendera:* http://polskikursblendera.pl
>
>
>
>
> 2016-03-21 14:00 GMT-04:00 Joe Eagar <joeedh at gmail.com>:
>
>> I had an embarrassing moment last year when trying to help a coworker
>> find a feature in Blender's UV editor.  It. . .no longer existed.  We
>> definitely need some work done here.  One thing that absolutely drove
>> her insane was the inability to hide UV islands without altering the
>> mesh selection state.  That was a big deal for her.
>>
>> It might be worth concentrating on improving the UI workflow and not
>> spend too much time on new unwrapping features.
>>
>> Best,
>> Joe
>>
>> On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <phil at saphirestudio.at>
>> wrote:
>>> Hey again!
>>>
>>> I just submitted/shared my proposal via the GSOC form and would love to
>> get some feedback from possible mentors, seasoned devs and Ton of course.
>> As usual I'm also available via IRC.
>>> I'd especially be interested in what specific improvements to the Unwrap
>> algorithm ("Improved automatic UV Layout") the mentors had in mind when
>> writing the ideas page as well as general feedback regarding the
proposal.
>>> Thanks in advance and best wishes,
>>> Phil
>>>
>>>
>>>
>>> Am 13.03.2016 um 12:49 schrieb Phil Gosch:
>>>> Hey everybody!
>>>>
>>>> My name is Phil Gosch, I'm from Graz University of Technology and I'm
>>>> interested in the "UV Editing Tools" GSOC project.
>>>> I'd be very happy to realize this project and wanted to get some
>>>> help/tipps or hints beforehand, that's why I'm writing this mail.
>>>>
>>>> About me: I'm a long time Blender user and active member of the Blender
>>>> community. Besides university I'm working as a 3D/Technical Artist
>>>> freelancer, where I'm mostly doing illustrations, visualizations
>>>> including custom tool development and gameart/gamedev. You can have a
>>>> look at my portfolio at my homepage [0] or at my Blender Network
profile
>>>> [1].
>>>>
>>>> As someone who uses Blender as his main tool on a daily basis I know
the
>>>> UV Editor (and its shortcomings) and because of that fact I not only
>>>> think I'm fitting for this project but I also have a great personal
>>>> interest in improving these tools. I'm no complete stranger to Blender
>>>> core coding, I already had some of my patches applied to trunk a few
>>>> years ago. Of course the codebase is changing all the time, that's why
>>>> I'm already getting familiar with the codebase again. I already
compiled
>>>> the newest Blender version and I'm spending my free time reading
>>>> uvedit_*.c files. ;)
>>>>
>>>> I think the outline presented at the ideas page [2] makes sense,
however
>>>> while writing my proposal I found that I liked the idea of trying to
>>>> convert some of the useful UV python scripts I'm using to C code (I'm
>>>> sure people have lots of scripts they use which I don't even know
>>>> about). So if you use a python addon for the UV tools and would like me
>>>> to consider it for inclusion into my proposal, please let me know by
>>>> answering to this mail. :)
>>>>
>>>> If any of the potential mentors (Bastien, Campbell, Howard) have some
>>>> useful input I'd be very thankful! Also if anyone could have a look at
>>>> my proposal before submitting that would be great! It's not finished
>>>> yet, but you can poke me anytime on IRC/blendercoders, I'm always
>>>> lurking there. My IRC nick is "saphires".
>>>>
>>>> Best wishes,
>>>> Phil
>>>>
>>>> [0] http://www.saphirestudio.at/
>>>> [1] https://www.blendernetwork.org/phil-gosch
>>>> [2]
>> http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
>>>> PS: Sorry if this mail shows up twice, there was an error when I first
>>>> tried sending it
>>>>
>>> --
>>> pixel-pusher at saphirestudio.at
>>>
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers


--
pixel-pusher at saphirestudio.at



------------------------------

Message: 9
Date: Mon, 21 Mar 2016 18:46:06 +0000
From: Pawe? ?yczkowski <pawellyczkowski at gmail.com>
Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools
To: bf-blender developers <bf-committers at blender.org>,
        piotao at polskikursblendera.pl
Message-ID:
        <CA+vyyU+xsMnXRJExrSftOGSUpuyw+1XxoGzfzPZqVDAC25QUuQ at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Hey Phil,

Here are some UV Editor proposals, not sure about their quality but maybe
you will find them useful:

https://wiki.blender.org/index.php/User:Axelmening#11._UV_Tools_.28not_finished_yet.29

https://wiki.blender.org/index.php/User:Dataday/Proposal#Consistent_UV_Editor_Behavior

https://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/UV_Canvas_Rotation

Best,
Pawe? ?yczkowski

On Mon, Mar 21, 2016 at 7:37 PM Phil Gosch <phil at saphirestudio.at> wrote:

> Hey Piotr!
>
> Thanks for your input, but improving the packing algorithm is already
> part of the project.
> I wasn't sure if the proposal is intended to be public, but you can find
> it here:
>
>
>
https://docs.google.com/document/d/1TEj95pZuE83tB0HuYWwCqlKRHOP6ErA6BkR1818FUho/edit?usp=sharing
>
>   The features you mentioned are already part of it. :)
>
> best,
> Phil
>
> Am 21.03.2016 um 19:33 schrieb Piotr Arlukowicz:
> > Another very important feature which is already present and is not so
> good
> > is the packing of islands. It changes the surface of islands in a very
> > unpredictable manner, making similar islands to be scaled very
> differently.
> > This makes packing islands nearly unusable.
> >
> > And another one, which is very missed - is the ability of creating a
> groups
> > of island, which will then act as a single island. This would help
manual
> > unwrapping and packing the map A LOT easier! Pinning here does not help
> > much and other tricks still don't make this work-flow fluent enough.
> >
> > pio
> >
> >
> > ?Piotr
> > ? Arlukowicz, BFCT?
> >
> > ?*YT: /user/piotao?feature=guide*
> >   *FB:* */polskikursblendera* *TW:*
> > */piotao*
> > *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz
> > <https://www.blendernetwork.org/piotr-arlukowicz>*
> > *Polski Kurs Blendera:* http://polskikursblendera.pl
> >
> >
> >
> >
> > 2016-03-21 14:00 GMT-04:00 Joe Eagar <joeedh at gmail.com>:
> >
> >> I had an embarrassing moment last year when trying to help a coworker
> >> find a feature in Blender's UV editor.  It. . .no longer existed.  We
> >> definitely need some work done here.  One thing that absolutely drove
> >> her insane was the inability to hide UV islands without altering the
> >> mesh selection state.  That was a big deal for her.
> >>
> >> It might be worth concentrating on improving the UI workflow and not
> >> spend too much time on new unwrapping features.
> >>
> >> Best,
> >> Joe
> >>
> >> On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <phil at saphirestudio.at>
> >> wrote:
> >>> Hey again!
> >>>
> >>> I just submitted/shared my proposal via the GSOC form and would love
to
> >> get some feedback from possible mentors, seasoned devs and Ton of
> course.
> >> As usual I'm also available via IRC.
> >>> I'd especially be interested in what specific improvements to the
> Unwrap
> >> algorithm ("Improved automatic UV Layout") the mentors had in mind when
> >> writing the ideas page as well as general feedback regarding the
> proposal.
> >>> Thanks in advance and best wishes,
> >>> Phil
> >>>
> >>>
> >>>
> >>> Am 13.03.2016 um 12:49 schrieb Phil Gosch:
> >>>> Hey everybody!
> >>>>
> >>>> My name is Phil Gosch, I'm from Graz University of Technology and I'm
> >>>> interested in the "UV Editing Tools" GSOC project.
> >>>> I'd be very happy to realize this project and wanted to get some
> >>>> help/tipps or hints beforehand, that's why I'm writing this mail.
> >>>>
> >>>> About me: I'm a long time Blender user and active member of the
> Blender
> >>>> community. Besides university I'm working as a 3D/Technical Artist
> >>>> freelancer, where I'm mostly doing illustrations, visualizations
> >>>> including custom tool development and gameart/gamedev. You can have a
> >>>> look at my portfolio at my homepage [0] or at my Blender Network
> profile
> >>>> [1].
> >>>>
> >>>> As someone who uses Blender as his main tool on a daily basis I know
> the
> >>>> UV Editor (and its shortcomings) and because of that fact I not only
> >>>> think I'm fitting for this project but I also have a great personal
> >>>> interest in improving these tools. I'm no complete stranger to
Blender
> >>>> core coding, I already had some of my patches applied to trunk a few
> >>>> years ago. Of course the codebase is changing all the time, that's
why
> >>>> I'm already getting familiar with the codebase again. I already
> compiled
> >>>> the newest Blender version and I'm spending my free time reading
> >>>> uvedit_*.c files. ;)
> >>>>
> >>>> I think the outline presented at the ideas page [2] makes sense,
> however
> >>>> while writing my proposal I found that I liked the idea of trying to
> >>>> convert some of the useful UV python scripts I'm using to C code (I'm
> >>>> sure people have lots of scripts they use which I don't even know
> >>>> about). So if you use a python addon for the UV tools and would like
> me
> >>>> to consider it for inclusion into my proposal, please let me know by
> >>>> answering to this mail. :)
> >>>>
> >>>> If any of the potential mentors (Bastien, Campbell, Howard) have some
> >>>> useful input I'd be very thankful! Also if anyone could have a look
at
> >>>> my proposal before submitting that would be great! It's not finished
> >>>> yet, but you can poke me anytime on IRC/blendercoders, I'm always
> >>>> lurking there. My IRC nick is "saphires".
> >>>>
> >>>> Best wishes,
> >>>> Phil
> >>>>
> >>>> [0] http://www.saphirestudio.at/
> >>>> [1] https://www.blendernetwork.org/phil-gosch
> >>>> [2]
> >> http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
> >>>> PS: Sorry if this mail shows up twice, there was an error when I
first
> >>>> tried sending it
> >>>>
> >>> --
> >>> pixel-pusher at saphirestudio.at
> >>>
> >>> _______________________________________________
> >>> Bf-committers mailing list
> >>> Bf-committers at blender.org
> >>> http://lists.blender.org/mailman/listinfo/bf-committers
> >> _______________________________________________
> >> Bf-committers mailing list
> >> Bf-committers at blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
>
>
> --
> pixel-pusher at saphirestudio.at
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


------------------------------

Message: 10
Date: Mon, 21 Mar 2016 19:47:48 +0100
From: Phil Gosch <saphires at gmx.at>
Subject: Re: [Bf-committers] Google Summer Of Code: UV - Tools
To: bf-blender developers <bf-committers at blender.org>
Message-ID: <56F041D4.7040005 at gmx.at>
Content-Type: text/plain; charset=utf-8; format=flowed

Thanks a lot Pawe?, I'll take a closer look and evaluate them!

Best, Phil


Am 21.03.2016 um 19:46 schrieb Pawe? ?yczkowski:
> Hey Phil,
>
> Here are some UV Editor proposals, not sure about their quality but maybe
> you will find them useful:
>
>
https://wiki.blender.org/index.php/User:Axelmening#11._UV_Tools_.28not_finished_yet.29
>
>
https://wiki.blender.org/index.php/User:Dataday/Proposal#Consistent_UV_Editor_Behavior
>
> https://wiki.blender.org/index.php/Dev:Ref/Proposals/UI/UV_Canvas_Rotation
>
> Best,
> Pawe? ?yczkowski
>
> On Mon, Mar 21, 2016 at 7:37 PM Phil Gosch <phil at saphirestudio.at> wrote:
>
>> Hey Piotr!
>>
>> Thanks for your input, but improving the packing algorithm is already
>> part of the project.
>> I wasn't sure if the proposal is intended to be public, but you can find
>> it here:
>>
>>
>>
https://docs.google.com/document/d/1TEj95pZuE83tB0HuYWwCqlKRHOP6ErA6BkR1818FUho/edit?usp=sharing
>>
>>    The features you mentioned are already part of it. :)
>>
>> best,
>> Phil
>>
>> Am 21.03.2016 um 19:33 schrieb Piotr Arlukowicz:
>>> Another very important feature which is already present and is not so
>> good
>>> is the packing of islands. It changes the surface of islands in a very
>>> unpredictable manner, making similar islands to be scaled very
>> differently.
>>> This makes packing islands nearly unusable.
>>>
>>> And another one, which is very missed - is the ability of creating a
>> groups
>>> of island, which will then act as a single island. This would help
manual
>>> unwrapping and packing the map A LOT easier! Pinning here does not help
>>> much and other tricks still don't make this work-flow fluent enough.
>>>
>>> pio
>>>
>>>
>>> ?Piotr
>>> ? Arlukowicz, BFCT?
>>>
>>> ?*YT: /user/piotao?feature=guide*
>>>    *FB:* */polskikursblendera* *TW:*
>>> */piotao*
>>> *Blender Network:* *https://www.blendernetwork.org/piotr-arlukowicz
>>> <https://www.blendernetwork.org/piotr-arlukowicz>*
>>> *Polski Kurs Blendera:* http://polskikursblendera.pl
>>>
>>>
>>>
>>>
>>> 2016-03-21 14:00 GMT-04:00 Joe Eagar <joeedh at gmail.com>:
>>>
>>>> I had an embarrassing moment last year when trying to help a coworker
>>>> find a feature in Blender's UV editor.  It. . .no longer existed.  We
>>>> definitely need some work done here.  One thing that absolutely drove
>>>> her insane was the inability to hide UV islands without altering the
>>>> mesh selection state.  That was a big deal for her.
>>>>
>>>> It might be worth concentrating on improving the UI workflow and not
>>>> spend too much time on new unwrapping features.
>>>>
>>>> Best,
>>>> Joe
>>>>
>>>> On Mon, Mar 21, 2016 at 10:28 AM, Phil Gosch <phil at saphirestudio.at>
>>>> wrote:
>>>>> Hey again!
>>>>>
>>>>> I just submitted/shared my proposal via the GSOC form and would love
to
>>>> get some feedback from possible mentors, seasoned devs and Ton of
>> course.
>>>> As usual I'm also available via IRC.
>>>>> I'd especially be interested in what specific improvements to the
>> Unwrap
>>>> algorithm ("Improved automatic UV Layout") the mentors had in mind when
>>>> writing the ideas page as well as general feedback regarding the
>> proposal.
>>>>> Thanks in advance and best wishes,
>>>>> Phil
>>>>>
>>>>>
>>>>>
>>>>> Am 13.03.2016 um 12:49 schrieb Phil Gosch:
>>>>>> Hey everybody!
>>>>>>
>>>>>> My name is Phil Gosch, I'm from Graz University of Technology and I'm
>>>>>> interested in the "UV Editing Tools" GSOC project.
>>>>>> I'd be very happy to realize this project and wanted to get some
>>>>>> help/tipps or hints beforehand, that's why I'm writing this mail.
>>>>>>
>>>>>> About me: I'm a long time Blender user and active member of the
>> Blender
>>>>>> community. Besides university I'm working as a 3D/Technical Artist
>>>>>> freelancer, where I'm mostly doing illustrations, visualizations
>>>>>> including custom tool development and gameart/gamedev. You can have a
>>>>>> look at my portfolio at my homepage [0] or at my Blender Network
>> profile
>>>>>> [1].
>>>>>>
>>>>>> As someone who uses Blender as his main tool on a daily basis I know
>> the
>>>>>> UV Editor (and its shortcomings) and because of that fact I not only
>>>>>> think I'm fitting for this project but I also have a great personal
>>>>>> interest in improving these tools. I'm no complete stranger to
Blender
>>>>>> core coding, I already had some of my patches applied to trunk a few
>>>>>> years ago. Of course the codebase is changing all the time, that's
why
>>>>>> I'm already getting familiar with the codebase again. I already
>> compiled
>>>>>> the newest Blender version and I'm spending my free time reading
>>>>>> uvedit_*.c files. ;)
>>>>>>
>>>>>> I think the outline presented at the ideas page [2] makes sense,
>> however
>>>>>> while writing my proposal I found that I liked the idea of trying to
>>>>>> convert some of the useful UV python scripts I'm using to C code (I'm
>>>>>> sure people have lots of scripts they use which I don't even know
>>>>>> about). So if you use a python addon for the UV tools and would like
>> me
>>>>>> to consider it for inclusion into my proposal, please let me know by
>>>>>> answering to this mail. :)
>>>>>>
>>>>>> If any of the potential mentors (Bastien, Campbell, Howard) have some
>>>>>> useful input I'd be very thankful! Also if anyone could have a look
at
>>>>>> my proposal before submitting that would be great! It's not finished
>>>>>> yet, but you can poke me anytime on IRC/blendercoders, I'm always
>>>>>> lurking there. My IRC nick is "saphires".
>>>>>>
>>>>>> Best wishes,
>>>>>> Phil
>>>>>>
>>>>>> [0] http://www.saphirestudio.at/
>>>>>> [1] https://www.blendernetwork.org/phil-gosch
>>>>>> [2]
>>>> http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
>>>>>> PS: Sorry if this mail shows up twice, there was an error when I
first
>>>>>> tried sending it
>>>>>>
>>>>> --
>>>>> pixel-pusher at saphirestudio.at
>>>>>
>>>>> _______________________________________________
>>>>> Bf-committers mailing list
>>>>> Bf-committers at blender.org
>>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>> _______________________________________________
>>>> Bf-committers mailing list
>>>> Bf-committers at blender.org
>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>>
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>> --
>> pixel-pusher at saphirestudio.at
>>
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers



------------------------------

Message: 11
Date: Mon, 21 Mar 2016 16:36:05 -0400
From: Longhua Wu <wulonghua1030 at gmail.com>
Subject: [Bf-committers] GSoC 2016 Proposal for Solidify Modifier
To: bf-committers at blender.org
Message-ID:
        <CANV9Ej=Xkivp2ehJCJKCz0BFPOxYT4BV_4LeWA+m59HvRAL54A at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Hello there,


My name is Longhua Wu, a first-year PhD student from The Ohio State
University. I am very interested in the project "Higher quality solidify
modifier". I notice that some other students have already posted their
proposals. Well, I have some new thoughts and provide another solution to
this problem. Here is my proposaldraft link:
https://docs.google.com/document/d/17k62c9wWbTZmN0wsyAVw6ySEHhcjpswU6lksp4MUMwU/edit?usp=sharing
I
am looking forward to mentors' feedback.



best,

Longhua


------------------------------

Message: 12
Date: Mon, 21 Mar 2016 20:34:32 -0400
From: Sanjana Wadhwa <sanjana.official at gmail.com>
Subject: Re: [Bf-committers] Google Summer of Code 2016
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CANas22rAncu1gYzPX61OxqRs8ab1xVD=7ffXp8fBaVM2_fpPiA at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Hi Sergey,
Thanks for your valuable input, I have submitted a draft for review, and
will continue to work on this.
Regards,
Sanjana

On 14-Mar-2016 3:34 am, "Sergey Sharybin" <sergey.vfx at gmail.com> wrote:

> Hi,
>
> This seems to fine draft, but to become a good application some
information
> is lacking:
>
> - What are the users benefits?
> - What exact tools you're gonna to implement?
> - What would be the user interaction with new tools?
>
> Here's a template which might help you:
>
https://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Students
>
> On Sun, Mar 13, 2016 at 6:51 PM, Sanjana Wadhwa <
> sanjana.official at gmail.com>
> wrote:
>
> > Hello everyone,
> > I am a Master?s student in Computer Science and Engineering at The Ohio
> > State University.
> > While going through the idea list for GSoC, one idea that I really liked
> > was adding the feature of editing normals.
> > Although I am only familiar with Blender, I believe I can accomplish
this
> > task because of theoretical foundation and my coding experience. I have
a
> > brief document for my proposal, and I would love to hear feedback on it
> > because right now it is very vague and needs some concrete milestones:
> >
> >
>
https://docs.google.com/document/d/1-db0exYHfhj2SJjAsl-MMURpD1zsyk6j0m-49aEbDzI/edit?usp=sharing
> > Thank you for your time,
> > Sanjana Wadhwa
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> --
> With best regards, Sergey Sharybin
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


------------------------------

Message: 13
Date: Tue, 22 Mar 2016 02:19:55 +0000
From: Matheus Sousa Faria <matheus.sousa.faria at gmail.com>
Subject: Re: [Bf-committers] [GSoC] Improved threadability of
        Compositor      nodes
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAA+NZyD5Mrz3_4SFjSzZd9hNmwn_-+zuLZfCCUX62zXyK6bryw at mail.gmail.com>
Content-Type: text/plain; charset="utf-8"

Hi,

I've spotted a bug on the GlareSimpleStar. It turns out that the second
for-loop used on the generateGlare was running through only a small part of
the image. Producing uneven rays:
   Before:https://goo.gl/photos/YM4dKxB7NQctiDug6
   After: https://goo.gl/photos/imPeh2adWgASZkpu6
I'm sending a small diff that corrects it. Should I open a bug and send the
code via the issue tracker?

PS: Sorry if this message appears doubled, the first one exceeded the
attachment maximum size permitted

Thanks
Matheus de Sousa Faria
--
Matheus de Sousa Faria
Software Engineering Student

------------------------------

Message: 14
Date: Tue, 22 Mar 2016 15:27:56 +1100
From: Campbell Barton <ideasman42 at gmail.com>
Subject: Re: [Bf-committers] [GSOC 2016] - Solidify Modifier
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAEcf3Nzk=RLrdi_GMdf+JMxUKyJEOGifybWEhowcK9giezSs8g at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

On Fri, Mar 18, 2016 at 8:45 AM, Florestan BRUNCK
<florestan.brunck at hotmail.fr> wrote:
> Hi everyone,
>
> I'm studying Mathematics and Computer Science at McGill University,
Montreal and I'm very interested in participating in Blender development.
I've been using your software for seven years as a user so I'm really
excited to be able to contribute now.
>
> I'm really interested in the 'Higher Quality Solidify modifier" project,
and also the "Cycle denoiser" project but due to my current skill set I
think my contribution would be more valuable working on the Solidify
Modifier.
>
> I have a very strong background in Mathematics and although I'm rather
new to coding I am comfortable in C, java, python, bash and assembly.
>
> I got Blender compiled on my computer and had a quick look at some of the
documentation. I've located the file MOD_solidify.c and started having a
look at it.
>
> I've read the documentation and it is my understanding that the main
issue with the modifier is that the wall thickness is an approximation and
might be uneven depending on the base model's topology. To rectify that
we'd need to create additional geometry on the outer shell built by the
modifier.
>
> Can any of the mentors in charge of the project confirm that and maybe
give me more details as to what the project would consist in and what
(mini)-milestones they're expecting the student to reach ?

Hi Florestan, a higher quality solidify modifier involves creating an
offset surface that resolves self intersections and may have very
different topology to the original surface.
An interesting paper on this topic http://dl.acm.org/citation.cfm?id=2766955

Searching this list for solidify has some discussions on this topic:
http://blender.markmail.org/search/?q=solidify#query:solidify%20list%3Aorg.blender.bf-committers+page:1+state:facets

> I started drafting a proposal but obviously so far it's rather empty
except for the bio section :
https://www.dropbox.com/s/x76wcfj6hb21gje/gsoc-2016.pdf?dl=0.
>
> Thank you for your time,
>
> Florestan
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers



--
- Campbell


------------------------------

Message: 15
Date: Tue, 22 Mar 2016 13:34:10 +0900 (JST)
From: PerfectionCat <sindra1961reborn at yahoo.co.jp>
Subject: [Bf-committers] Git repository
To: "bf-committers at blender.org" <bf-committers at blender.org>
Message-ID: <87177.27601.qm at web101804.mail.ssk.yahoo.co.jp>
Content-Type: text/plain; charset=utf-8

Hello Devs.

Git repository is very very very very slow.
May facilities be broken?

PerfectionCat
Best Regard.

------------------------------

Message: 16
Date: Tue, 22 Mar 2016 15:44:25 +1100
From: Campbell Barton <ideasman42 at gmail.com>
Subject: Re: [Bf-committers] GSoC 2016 - Improve Undo Memory Usage for
        Mesh    Data
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAEcf3Ny8Qj+vfJ8Fvr5gDa_avLjoLZqQiqv0-b7wwSi0UU6rxg at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

On Sat, Mar 19, 2016 at 4:02 AM, Nuno Lopes <l33520 at alunos.uevora.pt> wrote:
> Hello Developers !
>
> I am Nuno Lopes and I'm in second year of Computer Science in Universidade
> de Evora, Portugal.
>
> I was looking for blender ideas for this year for google summer of code
and
> I found this one that i thought interesting but didn't understand how does
> it store by looking to is description:
>
> "Blender?s undo currently compares memory, only storing arrays which
> differ, however for editing a mesh -
> adding or deleting a single vertex will cause the data to differ, causing
> the undo to store a lot of data for each operation."

This description was incorrect for edit-mode undo (the entire mesh is
store each time),
its since been pointed out and corrected.
However we do use this method of optimizing undo storage for
global-undo (outside of edit-mode).
The point is, simplistic array comparison isn't likely to be all that
efficient when storing incremental changes.

> I didn't understand how it stores, for example:
> I have the initial cube when blender starts:
>      _______
>     /      /|
>    /______/ |
>    |      | |
>    |      | /
>    |______|/
>
>    Are all 8 vertices and 6 faces stored?
>    Then I delete the 4 top vertices, does it store what I deleted(4 top
> vertices, 8 edges and 5 faces) or what still remains(4 bot vertices, 4
> edges, 1 face) ?

Edit-mode uses the BMesh API, see:

- https://wiki.blender.org/index.php/Dev:Source/Modeling/BMesh/Design
-
https://developer.blender.org/diffusion/B/browse/master/source/blender/bmesh/bmesh.h

> Best regards,
> Nuno Lopes
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers



--
- Campbell


------------------------------

Message: 17
Date: Tue, 22 Mar 2016 16:22:34 +1100
From: Campbell Barton <ideasman42 at gmail.com>
Subject: Re: [Bf-committers] GSoC interested proposal
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAEcf3NxLX2_ST2of+GUrx9UMRPkGqrNwceqP3MTM4NXwLCQzxQ at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

On Sun, Mar 20, 2016 at 6:18 AM, Shreyash Shriyam
<shreyashshriyam at gmail.com> wrote:
> Hi
> I am interested in three of the projects in Blender.
>
> 1. Modeling Sculpting Tools, as I have done a course on linear algebra and
> also written k-means code in C and done graphics projects on OpenGL I
would
> be a good fit for it.
>
> 2. UV Editing Tools, I have done course on complex number and 3d vector
> algebra and proficient in C
>
> 3. Cycles full sample anti-aliasing support, I have fair experience in C++
> but lack basic knowledge of rendering pipelines in Blender.
>
> My priority is as per numbering, I need guidance on how to start and email
> addresses of mentors for the same.
> Also I am hugely attracted to other ideas as well and would like to
> continue to be a responsible contributor in future and would like to do
> more projects.
> Best Regards
> Shreyash

Hi Shreyash,
While we like to help new devs get involved, your asking for general
information,
which is a little too vague for us to give a useful response to.

Try starting by:

- Get blender building and a dev environment setup.
- Check the code in areas you'd like to be involved with.
- Try make some small change improvement.

Some useful links:

- http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender
- http://wiki.blender.org/index.php/Dev:Doc/New_Developer_Advice
- https://developer.blender.org/tag/quick_hacks/

--
- Campbell


------------------------------

Message: 18
Date: Tue, 22 Mar 2016 13:58:02 +0800
From: ??? <yuzukyo at gmail.com>
Subject: Re: [Bf-committers] [GSoC 2016] Sculpting Tools
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CABSP6T+cwkS+SoBi1zejFqTpGxQjH9kssv0jEnTtRqUXHud83Q at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Hi
  If you want find referenct software maybe:   zbrush  and 3dcoat  these
software's brush system have mature implementation. you can find some video
in youtube or in youku.
 On IRC you can find ideaman(campbell)  for more consulting He manage
modeling system in Blender .
 And the draft submit deadline only three or four day left.

2016-03-21 19:08 GMT+08:00 Jiang Cecil <cecil.ini.jiang at gmail.com>:

> Hi,
>
> My name is Kairong Jiang. I'm a third-year undergraduate student of
> Zhejiang University and I major in computer science. I have been working
> under professor Yue Chen on a VTK-based program and I'm interested in
> making better sculpting tools for blender as my GSoC 2016 project.
>
> I have been trying the existing sculpting tools of blender and reading
some
> of the source codes concerning sculpting to make sense of how they work. I
> think it wouldn't be too hard to implement the tools proposed on the ideas
> page once I figured out how sculpting was done in blender. That is the
data
> structures of vertices and meshes, and the procedures to manipulate them.
I
> could really need someone to tell me which specific code those procedures
> are implemented so that I can look into it.
>
> As for the three sculpting tools proposed on the  ideas page, I can think
> of some intuitive and naive methods to implement them, but I wonder if
> there are some better ways. Also it would be nice if someone can tell me
> whether there are researches on implementing such tools or implementations
> in other 3D modeling softwares and where I can learn about them.
>
> I tried to use IRC a couple of days ago but I found it confusing that I
> have no idea who I should talk to on this topic. I would be appreciated if
> anyone could offer me some guidance and discuss further with me about the
> details of the project.
>
> Thanks,
> Kairong Jiang
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>



--
???
???????????69?
kidux Blendercg.com


------------------------------

Message: 19
Date: Tue, 22 Mar 2016 17:01:38 +1100
From: Campbell Barton <ideasman42 at gmail.com>
Subject: Re: [Bf-committers] GSoC 2016 Proposal for Solidify Modifier
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAEcf3Nyth0YJeoX_FY6e6hqRzey7JtCNq+4-A-XcDsARMrm_Gw at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

On Tue, Mar 22, 2016 at 7:36 AM, Longhua Wu <wulonghua1030 at gmail.com> wrote:
> Hello there,
>
>
> My name is Longhua Wu, a first-year PhD student from The Ohio State
> University. I am very interested in the project "Higher quality solidify
> modifier". I notice that some other students have already posted their
> proposals. Well, I have some new thoughts and provide another solution to
> this problem. Here is my proposaldraft link:
>
https://docs.google.com/document/d/17k62c9wWbTZmN0wsyAVw6ySEHhcjpswU6lksp4MUMwU/edit?usp=sharing
> I
> am looking forward to mentors' feedback.

Hi Longhua,
Your proposed method seems to be performing a surface offset which
avoids self-intersections on the surface (which is an improvement).
But won't give a guaranteed minimum wall thickness.
Would be interested in more details about how you would handle more
complex/problematic shapes, eg:
http://members.iinet.net.au/~ideasman42/pics/line_offset_issue.png

> best,
>
> Longhua
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers



--
- Campbell


------------------------------

Message: 20
Date: Tue, 22 Mar 2016 18:01:33 +1100
From: Campbell Barton <ideasman42 at gmail.com>
Subject: Re: [Bf-committers] [GSoC 2016] Sculpting Tools
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAEcf3NyoSb7rBLNC0vVULoFAGjwQx4TUQdON0PPKvwSW8nsK9w at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

On Mon, Mar 21, 2016 at 10:08 PM, Jiang Cecil <cecil.ini.jiang at gmail.com>
wrote:
> Hi,
>
> My name is Kairong Jiang. I'm a third-year undergraduate student of
> Zhejiang University and I major in computer science. I have been working
> under professor Yue Chen on a VTK-based program and I'm interested in
> making better sculpting tools for blender as my GSoC 2016 project.
>
> I have been trying the existing sculpting tools of blender and reading
some
> of the source codes concerning sculpting to make sense of how they work. I
> think it wouldn't be too hard to implement the tools proposed on the ideas
> page once I figured out how sculpting was done in blender. That is the
data
> structures of vertices and meshes, and the procedures to manipulate them.
I
> could really need someone to tell me which specific code those procedures
> are implemented so that I can look into it.

Hi Jiang,

For sculpt logic check on:

-
https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/sculpt_paint/sculpt.c

And for internal structures:

-
https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/pbvh.c
-
https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/pbvh_bmesh.c
-
https://developer.blender.org/diffusion/B/browse/master/source/blender/bmesh/bmesh.h

> As for the three sculpting tools proposed on the  ideas page, I can think
> of some intuitive and naive methods to implement them, but I wonder if
> there are some better ways. Also it would be nice if someone can tell me
> whether there are researches on implementing such tools or implementations
> in other 3D modeling softwares and where I can learn about them.
>
> I tried to use IRC a couple of days ago but I found it confusing that I
> have no idea who I should talk to on this topic. I would be appreciated if
> anyone could offer me some guidance and discuss further with me about the
> details of the project.
>
> Thanks,
> Kairong Jiang
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers



--
- Campbell


------------------------------

Message: 21
Date: Mon, 21 Mar 2016 20:33:57 +0000
From: "Wu, Longhua" <wu.2724 at buckeyemail.osu.edu>
Subject: [Bf-committers] GSoC 2016  Proposal for solidify modifier
To: "bf-committers at blender.org" <bf-committers at blender.org>
Message-ID:
        <
DM2PR0101MB1152EAC66EFC869CCDB3B2F5A78F0 at DM2PR0101MB1152.prod.exchangelabs.com
>

Content-Type: text/plain; charset="iso-8859-1"

Hello there,


My name is Longhua Wu, a first-year PhD student from The Ohio State
University. I am very interested in the project "Higher quality solidify
modifier". I notice that some other students have already posted their
proposals. Well, I have some new thoughts and provide another solution to
this problem. Here is my proposal draft link:
https://docs.google.com/document/d/17k62c9wWbTZmN0wsyAVw6ySEHhcjpswU6lksp4MUMwU/edit?usp=sharing
I am looking forward to mentors' feedback.



best,

Longhua


------------------------------

Message: 22
Date: Tue, 22 Mar 2016 10:58:05 +0100
From: Bastien Montagne <montagne29 at wanadoo.fr>
Subject: Re: [Bf-committers] How to Manage Incomplete Tasks that have
        the Requested Information
To: bf-committers at blender.org
Message-ID: <56F1172D.7010703 at wanadoo.fr>
Content-Type: text/plain; charset=utf-8; format=flowed

I do not see why we'd use 'need triage' when waiting for OP, 'need
triage' means no dev had a look at it so far. Incomplete is totally fine
when some data is missing. And it does not get forgotten, since we only
keep incomplete tasks alive about one week, even if we forgot to come
back immediately once OP answered, we'll catch it in about a week? Might
not be ideal, but definitively better than keeping 'need triage' tasks
around for bad reasons, totally breaking our quick'n'easy way to check
for dead reports.

Le 20/03/2016 19:38, Aaron Carlisle a ?crit :
> I have noticed that often tasks that are missing some information (a
.blend
> file for example)
> and marked as incomplete seem to be forgotten if the users gives the
> requested
> information.  I purpose that these task be changed back to "Needs Triage"
> priority.
> It seems that this priority has not been used for its purpose and just
used
> as a
> priority for new tasks.  However, if this priority is used for its purpose
> I think it will
> help these tasks not get lost in the bug tracker.
>
> Sincerely,
>
> Aaron Carlisle
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>



------------------------------

Message: 23
Date: Tue, 22 Mar 2016 10:59:47 +0100
From: Sergey Sharybin <sergey.vfx at gmail.com>
Subject: Re: [Bf-committers] How to Manage Incomplete Tasks that have
        the Requested Information
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAErtv278Puj0=D+ipOQ5EkcNVdEENJhQyQkLV5udOJ1AC0wTBg at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Is it a proposal to automatically change task status to "Needs Triage" when
a comment added?

It's a bit tricky, because:

- You can't rely on the fact that only author's comment gives required bit
of information -- other user and/or developer could provide needed info.
- More than one developer can give tips what to test or what to provide
additionally.

So i would say status will be more clear to be in a developers' control. We
should just keep an eye on the incomplete reports and triage them back once
new info is provided.

Am also not really sure about difference between New / Needs Triage. In
order to move tracker back under control workflow should be like:

- New reports gets `Needs Triage` status, meaning nobody knows if it's a
real bug, limitation or a TODO
- Developer checks on that reports, if it's a known limitation or a TODO
mentiones this on the wiki TODO list (if needed) and closes the report.
- If it's a non-trivial fix the report could be considered a TODO right
away.
- If all the info is in the report but the developer who triages not really
familiar with the area, he changes statsu to Normal and pokes the area
maintainer
- If the developer knows the area and confirms it's a real bug, the status
gets set to Confirmed.

We really shouldn't pile reports up in the tracker, move them to a TODO. If
report is opened for some time, it's more a TODO! ;)

On Sun, Mar 20, 2016 at 10:53 PM, Aaron Carlisle <carlisle.b3d at gmail.com>
wrote:

> In my mind Unbreak Now! are for things that are things to be solved ASAP
> (such as a day or two)
> and High are for things that should be resolved before the release.
> However, yes one should be enough.
>
> On Sun, Mar 20, 2016 at 5:22 PM, Julian Eisel <eiseljulian at gmail.com>
> wrote:
>
> > I was thinking about proposing a similar idea some time ago, so +1 from
> me.
> > The downside would be that we don't have a way to mark reports as
> > being new, which is useful information. So maybe adding a new priority
> > 'New' would make sense?
> >
> > Further, I think we should only categorize a report as 'Normal' if
> > it's actually assigned to a developer and if there's a chance that
> > she/he will investigate soon. Even if we improved here already, there
> > are still too many old reports set to 'Normal' either assigned to
> > nobody or without much hope the person assigned will investigate soon.
> > (We might also apply this rule for 'Confirmed' reports).
> >
> > Following this proposal, criterias for setting priority would look
> > something like this:
> > * New: Newly created reports, awaiting initial review
> > * Needs Triage: Waiting on developer action
> > * Incomplete: Waiting on author action
> > * Normal: Issue not confirmed yet but assigned to developer
> > * Confirmed: Issue confirmed (and assigned to dev?)
> >
> > BTW, I always wondered why we have both 'High' and 'Unbreak Now!' as
> > priorities? They both have the same meaning in essence, so one should
> > be enough.
> >
> > On 20 March 2016 at 19:38, Aaron Carlisle <carlisle.b3d at gmail.com>
> wrote:
> > > I have noticed that often tasks that are missing some information (a
> > .blend
> > > file for example)
> > > and marked as incomplete seem to be forgotten if the users gives the
> > > requested
> > > information.  I purpose that these task be changed back to "Needs
> Triage"
> > > priority.
> > > It seems that this priority has not been used for its purpose and just
> > used
> > > as a
> > > priority for new tasks.  However, if this priority is used for its
> > purpose
> > > I think it will
> > > help these tasks not get lost in the bug tracker.
> > >
> > > Sincerely,
> > >
> > > Aaron Carlisle
> > > _______________________________________________
> > > Bf-committers mailing list
> > > Bf-committers at blender.org
> > > http://lists.blender.org/mailman/listinfo/bf-committers
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>



--
With best regards, Sergey Sharybin


------------------------------

Message: 24
Date: Tue, 22 Mar 2016 11:16:41 +0100
From: Sergey Sharybin <sergey.vfx at gmail.com>
Subject: Re: [Bf-committers] [GSoC] Cycles Denoiser
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAErtv261e4nOk75rDya1jsFRs5R5K3YjOLNwb88OzMi8TA2rYQ at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Hi,

General idea of denoisers is to blur noisy areas. Now, how to detect if the
area is noisy or not? There are several approaches to this: it could be
image-space variance based approach or it could be an approach based on
per-pixel variance. The later one seemed to be more promising from own
experiments. Additionally, you should not blur background with foreground
(roughly speaking) and you'll need to have a way to distinguish areas which
could be blurred together and which are not. It could be based on depth,
normal, UV coordinate and so on. All this extra information requires extra
memory.. That's what wiki meant basically.

I think we'll indeed need to have some sort of "framework" for denoising,
so we'll be able to have quick viewport previews with more aggressive
algorithms (which are usually not so much temporary stable and will cause
low frequency noise in the animation) and we'll be able to have a less
aggressive denoiser to simply get rid of last bit of MC noise.

Can't speak of exact milestones, that's something dependent on your exact
proposal, skills and such..

You might want to have a look into following papers:

- Filtering and Blending of High-Variance Light Paths with Perceptual
Control, Karsten Schwenk
- Guided image filtering, Kaiming He et al.
- Recent Advantages in Adaptive Sampling and Reconstruction for Monte Carlo
Rendering, M. Zwicker et al.
- Removing the noise in Monte Carlo Rendering with General Image Denoising
Algorithms, Nima Khademi Kalantari and Pradeep Sen

(should be easy to find links, i only have those papers printed, no links
handy)

There were also some interesting presentation at the SIGGRAPH 2015, you can
find some notes and papers titles there:
http://s2015.siggraph.org/attendees/courses/events/denoising-your-monte-carlo-renders-recent-advances-image-space-adaptive


On Mon, Mar 21, 2016 at 11:40 AM, Fabrizio Destro <destro.fabrizio at gmail.com
> wrote:

> Hi, thank you for the materials.
>
> I've just read "Path-space motion estimation [...]" and for what I've
> understood they use different tools to reduce the noise on the image:
> Decompositions, Motion estimations of reflections and other effects,
> Denoising, Spatial and Temporal upsampling. The first milestone could
> be to think about a generic framework for denoising in terms of
> interfaces and modules, and start implementing a 'skeleton'.
>
> In their work they cited this research "On Filtering the Noise from
> the Random Parameters in Monte Carlo Rendering", on this paper they
> talk about a method to reduce the noise which works in image space.
> Maybe in a possible schedule the second milestone could be an
> implementation of denoiser like that, which works only on the image.
>
> After these two milestone have been delivered, the next step on the
> schedule will be the implementation of the modules inside this
> framework (Motions estimations of relfections, etc...)
>
>
> On Sun, Mar 20, 2016 at 8:10 PM, Fran?ois T. <francoistarlier at gmail.com>
> wrote:
> > Hello,
> >
> > Disney has several recent research on the subject...
> >
> > https://www.disneyresearch.com/publication/pathspace-decomposition/
> >
> >
>
https://www.researchgate.net/publication/281678889_Boosting_Histogram-Based_Denoising_Methods_with_GPU_Optimizations
> >
> >
> >
> > 2016-03-20 19:24 GMT+01:00 Fabrizio Destro <destro.fabrizio at gmail.com>:
> >
> >> Hello everybody! I am Fabrizio I always wanted to contribute to an
> >> Open Source project. I found out about GSoC about three years ago, but
> >> I have never applied because I wouldn't have had the time. But, this
> >> year I would like to try.
> >>
> >> I have looked through the proposed ideas and some of them catch my
> >> attention. In particularly the Cycles denoiser, I have some questions
> >> about it.
> >>
> >> First, I want to be sure I understand what the goal is. So, the
> >> objective is to create a node which, once the rendering is done, will
> >> work only on the image with the goal to reduce the noise.
> >>
> >> I am not sure about this sentence I found on the wiki: "[...] and
> >> requires a special buffer with 'delta' information for speed, UV
> >> [...]". This means that this node will store some data to speed up the
> >> process on the next rendering? and if so, these data will be valid
> >> only if the scene didn't change from the last time, right?
> >>
> >> I am currently doing some research online and I found this publication
> >> on the subject http://dl.acm.org/citation.cfm?doid=2776880.2792740 .
> >> Does someone have any reference which can be useful? or maybe an idea
> >> on some algorithms/researches?
> >> _______________________________________________
> >> Bf-committers mailing list
> >> Bf-committers at blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
> >
> >
> >
> > --
> > ____________________
> > Fran?ois Tarlier
> > www.francois-tarlier.com
> > www.linkedin.com/in/francoistarlier
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>



--
With best regards, Sergey Sharybin


------------------------------

Message: 25
Date: Tue, 22 Mar 2016 11:18:28 +0100
From: Sergey Sharybin <sergey.vfx at gmail.com>
Subject: Re: [Bf-committers] OpenGL 2D Drawing API GSoC
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAErtv25cjhfC2XrOZ8zbiCRZHub-euHC2AhtmbJ7feXOkKcm8Q at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Hi,

About where to start: did you check this page [1] already?

Not sure why you'll want emails of potential mentors, just keep
conversation public here. There are more people here in this list which
could help you than possible mentors anyway.

[1]
https://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Students

On Mon, Mar 21, 2016 at 1:58 PM, Shreyash Shriyam <shreyashshriyam at gmail.com
> wrote:

> Hi
> I am interested in in OpenGL 2D Drawing API project as i have intermediate
> command on OpenGL 3.0 using C++ bindings and I would like to devote myself
> more in this direction, I would like to know where to start from, also
> could i get the email addresses of the potential mentors Thanks
> Best Regards
> Shreyash Shriyam
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>



--
With best regards, Sergey Sharybin


------------------------------

Message: 26
Date: Tue, 22 Mar 2016 11:20:39 +0100
From: Sergey Sharybin <sergey.vfx at gmail.com>
Subject: Re: [Bf-committers] [GSoC] Improved threadability of
        Compositor      nodes
To: bf-blender developers <bf-committers at blender.org>
Message-ID:
        <CAErtv25_2p0_kpuSv6wyO6KnQ_GBrpHDArmcpLSOwu7jJ2iUsA at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Hi,

We've got a patch tracker. Check on "Submit Code" on the front page of
developer.blender.org.

On Tue, Mar 22, 2016 at 3:19 AM, Matheus Sousa Faria <
matheus.sousa.faria at gmail.com> wrote:

> Hi,
>
> I've spotted a bug on the GlareSimpleStar. It turns out that the second
> for-loop used on the generateGlare was running through only a small part
of
> the image. Producing uneven rays:
>    Before:https://goo.gl/photos/YM4dKxB7NQctiDug6
>    After: https://goo.gl/photos/imPeh2adWgASZkpu6
> I'm sending a small diff that corrects it. Should I open a bug and send
the
> code via the issue tracker?
>
> PS: Sorry if this message appears doubled, the first one exceeded the
> attachment maximum size permitted
>
> Thanks
> Matheus de Sousa Faria
> --
> Matheus de Sousa Faria
> Software Engineering Student
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>
>


--
With best regards, Sergey Sharybin


------------------------------

Message: 27
Date: Tue, 22 Mar 2016 11:21:59 +0100
From: Sergey Sharybin <sergey.vfx at gmail.com>
Subject: Re: [Bf-committers] Git repository
To: PerfectionCat <sindra1961reborn at yahoo.co.jp>,       bf-blender
        developers <bf-committers at blender.org>
Message-ID:
        <CAErtv268GSoUk_yVW_UX86x3az1EFBAkwjo9oeNpZHO2cLXYnA at mail.gmail.com>
Content-Type: text/plain; charset=UTF-8

Seems to be regular speed here.

We had some DNS issues yesterday which should be fixed now. Is Git still
slow for you?

On Tue, Mar 22, 2016 at 5:34 AM, PerfectionCat <sindra1961reborn at yahoo.co.jp
> wrote:

> Hello Devs.
>
> Git repository is very very very very slow.
> May facilities be broken?
>
> PerfectionCat
> Best Regard.
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>



--
With best regards, Sergey Sharybin


------------------------------

_______________________________________________
Bf-committers mailing list
Bf-committers at blender.org
http://lists.blender.org/mailman/listinfo/bf-committers


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