[Soc-2017-dev] vertex paint project - ply exporter

Howard Trickey howard.trickey at gmail.com
Tue Aug 1 19:37:14 CEST 2017


Hi Darshan,

Any progress to report?

On Thu, Jul 27, 2017 at 12:05 PM Darshan kadu <darsh7807 at gmail.com> wrote:

> Thank you, Mr.Howad,
>
> I will take the tasks one by one.
>
> As you said, increasing the color layer is the task which I will do next.
>
> As far as replying on thread is concern, I will do it one by one probably
> from the next week.
>
> Thank you,
>
> On Thu, Jul 27, 2017 at 12:32 AM, Howard Trickey <howard.trickey at gmail.com
> > wrote:
>
>> Darshan,
>>
>> Yes, it now appears to work with subdivision surfaces too.
>>
>> Do you know what to work on next? You have basically finished everything
>> (and more!) in your GSoC proposal except for the gradient feature and the
>> part of vertex alpha that would have it affect rendering.  So perhaps you
>> should interact with the user community again to figure out what the most
>> desired extra features would be, and also to try to encourage more testing
>> to uncover bugs.  Combining known requests with the remainder of your
>> proposal, we have these ideas so far:
>>
>> 1) gradient as a source of color
>> 2) have vertex alpha affect rendering.  I think it might already work by
>> using nodes, but you (or I) should check to see that the alpha value
>> properly comes out of the vertex color node and can be an input to other
>> nodes.
>> 3) soften tool (post #15 in the BA thread
>> <https://blenderartists.org/forum/showthread.php?427686-GSoC-2017-Vertex-Painting-Improvement>
>> )
>> 4) random colors (post #15, #25)
>> 5) cleanup tool (post #15)
>> 6) more than 8 layers (post #15, #40)
>> 7) paint multiple layers at the same time
>> 8) take brush strength into account for alpha too (post #68)
>>
>> An easy one to do next would be more than 8 layers (current suggestion
>> is: 32).
>> Another fairly easy one would be random colors.
>>
>> There are also some unaddressed questions / reports in the BA thread that
>> you might want to answer / address. E.g.,
>> post #8 re new layer contents
>> post #14 re numeric entry to change certain vertices
>> post #23 re occlude mode and symmetry
>> post #51 re mesh resolution brush
>> post #52 re polyfill/uvfill brush
>> post #82 re artifacts with dyntopo
>> post #86 re importing fbx
>>
>>
>> On Wed, Jul 26, 2017 at 12:27 PM Darshan kadu <darsh7807 at gmail.com>
>> wrote:
>>
>>> I changed the sub surface modifiers for alpha. you can test now.
>>> I don't think there is any other part which needs to be changed like
>>> this.
>>>
>>> --Darshan
>>>
>>> On Wed, Jul 26, 2017 at 5:23 PM, Darshan kadu <darsh7807 at gmail.com>
>>> wrote:
>>>
>>>> Yes, I understood the problem I will work on the subdivision modifier
>>>> for the alpha!
>>>>
>>>> --Darshan
>>>>
>>>> On Wed, Jul 26, 2017 at 4:57 PM, Howard Trickey <
>>>> howard.trickey at gmail.com> wrote:
>>>>
>>>>> Hi Darshan,
>>>>>
>>>>> Thanks for the video, that explained it well.  And I agree, baking the
>>>>> vertex colors to image is working to save the correct alpha, as desired! So
>>>>> nothing for you to do in terms of baking.
>>>>>
>>>>> What do you want to work on next?  One thing that is left over from
>>>>> the work to make alpha visible in the 3d view (besides trying to figure out
>>>>> what is going on with those backfaces), is to also make it work when you
>>>>> add a subdivision surface modifier (which is different than hitting the
>>>>> subdivide function in edit mode). Alpha is not displayed there because a
>>>>> different derived mesh file is used to draw in that case (I told you about
>>>>> this in an earlier message).
>>>>>
>>>>>
>>>>> On Wed, Jul 26, 2017 at 5:49 AM Darshan kadu <darsh7807 at gmail.com>
>>>>> wrote:
>>>>>
>>>>>> I attached the video in the previous mail so its under moderation,
>>>>>> but here is the link of gdrie.
>>>>>> https://drive.google.com/file/d/0B3ZxL0OKDmc7R3Z6NUZBSlo0QnM/view?usp=sharing
>>>>>>
>>>>>>
>>>>>> On Wed, Jul 26, 2017 at 2:56 PM, Darshan kadu <darsh7807 at gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Hello, Mr. Howard,
>>>>>>>
>>>>>>> I have attached the video for the previous instruction.
>>>>>>>
>>>>>>> Thank you.
>>>>>>>
>>>>>>>
>>>>>>> On Tue, Jul 25, 2017 at 11:11 PM, Darshan kadu <darsh7807 at gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Hello, Mr. Howard,
>>>>>>>>
>>>>>>>> I can't create video now(the internet is too slow to download
>>>>>>>> software for that and upload video),
>>>>>>>> I did this to bake vertex color to PNG.
>>>>>>>> -->set  mode as UV editing
>>>>>>>> --> select the mesh in edit mode, press<space> select mark seam.
>>>>>>>> -->press<U> select unwrap
>>>>>>>> -->in render tab go to bake select bake mode to vertex color
>>>>>>>> -->bake color
>>>>>>>> -->come back to UV you will get color on uv.
>>>>>>>> -->save it as png file
>>>>>>>>
>>>>>>>> One thing I Notice if I use this png file then to bake vertex
>>>>>>>> colors then the alpha was properly assigned,
>>>>>>>> but if I use the other png file which I took from the internet
>>>>>>>> alpha was not getting properly assigned.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Tue, Jul 25, 2017 at 5:24 PM, Howard Trickey <
>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Darshan,
>>>>>>>>>
>>>>>>>>> I'm sorry, I'm not figuring out how you did that (baking vertex
>>>>>>>>> color to a PNG file).  Could you explain the steps your followed in detail
>>>>>>>>> or maybe make a video showing how you did it?
>>>>>>>>>
>>>>>>>>> On Tue, Jul 25, 2017 at 6:35 AM Darshan kadu <darsh7807 at gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>
>>>>>>>>>> I tried bake to vertex color,  I applied color to vertex color
>>>>>>>>>> from transparent PNG file, it took alpha properly and was showing it in 3d
>>>>>>>>>> view.
>>>>>>>>>>
>>>>>>>>>> I then bake vertex color to PNG file, i got the transparent image.
>>>>>>>>>>
>>>>>>>>>> I think this shows that the bake color is working properly with
>>>>>>>>>> the alpha also, and don't need any modification what do you think?
>>>>>>>>>>
>>>>>>>>>> Thank you.
>>>>>>>>>>
>>>>>>>>>> On Mon, Jul 24, 2017 at 7:00 PM, Howard Trickey <
>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> Hi Darshan,
>>>>>>>>>>>
>>>>>>>>>>> I will have to look more about baking to see if there is another
>>>>>>>>>>> way, but glad you found one way.
>>>>>>>>>>>
>>>>>>>>>>> Interesting about the backface culling. I was suspecting that
>>>>>>>>>>> the artifacts we were seeing were due to backfaces. But as you say, culling
>>>>>>>>>>> them is not really the best fix here. Still, a good clue.
>>>>>>>>>>>
>>>>>>>>>>> As discussed in IRC, I did the steps to the Builder to build
>>>>>>>>>>> your branch. It seemed to work.  Some builds are building now. For the
>>>>>>>>>>> record, here's what I did
>>>>>>>>>>> git checkout experimental-build
>>>>>>>>>>> git merge master
>>>>>>>>>>> git merge --squash soc-2017-vertex_paint
>>>>>>>>>>> git commit -a
>>>>>>>>>>> git revert HEAD
>>>>>>>>>>>
>>>>>>>>>>> noted that commit for the place where your code is merged in is:
>>>>>>>>>>> de3ee9f7bb
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Sun, Jul 23, 2017 at 11:08 AM Darshan kadu <
>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Hello, Mr, Howard,
>>>>>>>>>>>>
>>>>>>>>>>>> I had a hard time in understanding how does the bake to vertex
>>>>>>>>>>>> color works, but I figured it out.
>>>>>>>>>>>>
>>>>>>>>>>>> I did the following steps:
>>>>>>>>>>>> 1) I set the texture are the random image.
>>>>>>>>>>>> 2)Set the UV map
>>>>>>>>>>>> 3)in the physics tab get to dynamic paint tab
>>>>>>>>>>>> 4)Add canvas
>>>>>>>>>>>> 5)dynamic output: add paintmap later
>>>>>>>>>>>> 6)dynamic initial color:
>>>>>>>>>>>>    initial color: UV texture
>>>>>>>>>>>>  and then set the texture
>>>>>>>>>>>> 7) go to object modifier tab
>>>>>>>>>>>>    click apply.
>>>>>>>>>>>>
>>>>>>>>>>>> If we subdivide sufficiently we can see the image in vertex
>>>>>>>>>>>> paint.
>>>>>>>>>>>> Here alpha is by default 1.
>>>>>>>>>>>> I followed these instructions:
>>>>>>>>>>>> https://blender.stackexchange.com/questions/26503/how-to-bake-uv-map-texture-to-vertex-color-selected-to-active/41677
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> I just want to know whether is this the correct way to bake or
>>>>>>>>>>>> any other method is there to bake?
>>>>>>>>>>>> This was only for texture to vertex color baking.
>>>>>>>>>>>>
>>>>>>>>>>>> Well, I enabled the backface culling in the shading panel on
>>>>>>>>>>>> the right-hand side, the alpha for subdivide was showing properly. But it
>>>>>>>>>>>> doesn't consider the back faces and for things like a plane, it's not
>>>>>>>>>>>> good(as the one side in invisible).
>>>>>>>>>>>> We can set it as default by GL functions, but it won't be
>>>>>>>>>>>> correct, right?
>>>>>>>>>>>>
>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Sat, Jul 22, 2017 at 5:36 PM, Howard Trickey <
>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Hi Darshan,
>>>>>>>>>>>>>
>>>>>>>>>>>>> The channel locks seem to work. Thanks.
>>>>>>>>>>>>>
>>>>>>>>>>>>> I think bake color is a great next step.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sat, Jul 22, 2017 at 7:03 AM Darshan kadu <
>>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> I have implemented the color lock and the alpha blend, have a
>>>>>>>>>>>>>> look at it I have pushed the code.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> I am now planning to work on bake color. What do you think?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Thu, Jul 20, 2017 at 6:15 PM, Howard Trickey <
>>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Hi Darshan,
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Your plan to next work blending alpha according to mode, and
>>>>>>>>>>>>>>> locking color, seems good to me.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Somehow I don't think depth ordering is the issue with the
>>>>>>>>>>>>>>> transparent display.  We'll have to leave this as a background task to fix
>>>>>>>>>>>>>>> while moving on to other things now.  This is only meant at the moment as a
>>>>>>>>>>>>>>> kind of quick hack so the user can see some effect of changing alpha in
>>>>>>>>>>>>>>> Vertex Paint mode, and that much is accomplished.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> The concept of padding is that each C data type takes a
>>>>>>>>>>>>>>> certain number of bytes and is (by default, and by most compilers) aligned
>>>>>>>>>>>>>>> on certain "address boundaries" because machines access them better that
>>>>>>>>>>>>>>> way. On typical machines today:
>>>>>>>>>>>>>>> char, bool - take 1 byte, can go at any address
>>>>>>>>>>>>>>> short - takes 2 bytes, goes on even addresses
>>>>>>>>>>>>>>> int, long, float, pointer - take 4 bytes, go on
>>>>>>>>>>>>>>> multiple-of-4 addresses
>>>>>>>>>>>>>>> double - takes 8 bytes, goes on multiple-of-8 addresses
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> So when you declare a struct, it puts them in order but if
>>>>>>>>>>>>>>> the next address available would not fit the above rules, internal padding
>>>>>>>>>>>>>>> (basically, unused bytes) is inserted in order to make the required
>>>>>>>>>>>>>>> alignment. For more information, read, say
>>>>>>>>>>>>>>> https://en.wikipedia.org/wiki/Data_structure_alignment
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> With some structs in Blender that are to be persisted to
>>>>>>>>>>>>>>> disk, we want the total length of the struct to have size that is a
>>>>>>>>>>>>>>> multiple of 8. If by following the above rules, you end up with a struct
>>>>>>>>>>>>>>> that is not a multiple of 8, you may have to add declaration of some chars
>>>>>>>>>>>>>>> and possibly an int in order to end up with a multiple of 8. Also, it seems
>>>>>>>>>>>>>>> that we explicitly put in pad declarations rather than relying on the
>>>>>>>>>>>>>>> compiler to do it for 'jumps' caused by alignment concerns. I guess this is
>>>>>>>>>>>>>>> to make it easy for a program to do size calculations when looking at the
>>>>>>>>>>>>>>> struct defs in the makesdna directory.  E.g., see the ID and PreviewImage
>>>>>>>>>>>>>>> struct defs in makesdna/DNA_ID.h for both types of pads.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Thu, Jul 20, 2017 at 6:07 AM Darshan kadu <
>>>>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Yes, I also think that the alpha should be blend similar to
>>>>>>>>>>>>>>>> rgb. It will be simple to implement.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> About the channel lock, the artists want it, so having it
>>>>>>>>>>>>>>>> would be good think, I can do it with r,g,b bool in the brush struct and
>>>>>>>>>>>>>>>> changing them from  UI,  Can you tell me the concept of padding you mention
>>>>>>>>>>>>>>>> before for adding element in the structure.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> For visualization section, Can cull face be useful? but for
>>>>>>>>>>>>>>>> the cases like plane the back view will not be displayed.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Another thing that can be done is drawing according the
>>>>>>>>>>>>>>>> depth the most depth faces first, I haven't done it before). This blog
>>>>>>>>>>>>>>>> explains this very well
>>>>>>>>>>>>>>>> https://learnopengl.com/#!Advanced-OpenGL/Blending.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> But again why only some faces are behaving like that, why
>>>>>>>>>>>>>>>> not all? This is something interesting!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Now, I will be adding the alpha blending similar to rgb,
>>>>>>>>>>>>>>>> and locking color.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Wed, Jul 19, 2017 at 7:39 PM, Darshan kadu <
>>>>>>>>>>>>>>>> darsh7807 at gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Hello, Mr. Howard,
>>>>>>>>>>>>>>>>> Sorry, I was ill from yesterday afternoon. I should
>>>>>>>>>>>>>>>>> haven't told you before but internet wasn't very good its monsoon
>>>>>>>>>>>>>>>>> season(heàvy rain) in India.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Meanwhile, yesterday I changed the ply importer to take
>>>>>>>>>>>>>>>>> alpha into account. I have pushed the code. I thing the same problem comes
>>>>>>>>>>>>>>>>> with the fbx importer. I will check it. I will give reply to your mail as
>>>>>>>>>>>>>>>>> soon as possible.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Sorry, I should have told you yesterday itself.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Thank you.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On 19-Jul-2017 6:40 PM, "Howard Trickey" <
>>>>>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Darshan,
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> What are you working on now?
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> I looked a little more at the issue of alpha display
>>>>>>>>>>>>>>>>>> after subdividing. I am pretty sure now that the alphas are set properly --
>>>>>>>>>>>>>>>>>> if you remove all but, say, the front (subdivided) face, the display looks
>>>>>>>>>>>>>>>>>> OK. I tried changing the glBlendfunc call to:
>>>>>>>>>>>>>>>>>> glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
>>>>>>>>>>>>>>>>>> GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
>>>>>>>>>>>>>>>>>> which seems more correct, but it didn't make any
>>>>>>>>>>>>>>>>>> difference.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Maybe someone reading this with more experience with
>>>>>>>>>>>>>>>>>> OpenGL and alpha-blending has an idea?  I wonder if somehow we have to turn
>>>>>>>>>>>>>>>>>> on drawing the elements in proper z-sorted order?
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Tue, Jul 18, 2017 at 9:48 AM Howard Trickey <
>>>>>>>>>>>>>>>>>> howard.trickey at gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Darshan,
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> I made a little python function to dump the vertex
>>>>>>>>>>>>>>>>>>> (loop) colors on the console.  You may find this useful.  If you put this
>>>>>>>>>>>>>>>>>>> in, say, the release/scripts/startup folder then you can use the
>>>>>>>>>>>>>>>>>>> <Space>-menu to search for 'Dump Vertex Colors'.  To see which faces and
>>>>>>>>>>>>>>>>>>> vertices correspond to which dumped colors, you can start blender with
>>>>>>>>>>>>>>>>>>> --debug and then enable the 'indices' visualization box in the right-hand
>>>>>>>>>>>>>>>>>>> panel of view3d (when in Edit mode) to see the indices of the currently
>>>>>>>>>>>>>>>>>>> selected elements.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> I think there may be a problem with the ply exporter,
>>>>>>>>>>>>>>>>>>> discovered by using this. I made a simple plane quad and put different
>>>>>>>>>>>>>>>>>>> colors and alphas on each, and then the ply exporter seemed to have an
>>>>>>>>>>>>>>>>>>> off-by-one error in lining up colors with vertices. But I looked briefly at
>>>>>>>>>>>>>>>>>>> the code and didn't see what was wrong.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> I also checked the interpolation of alpha's when
>>>>>>>>>>>>>>>>>>> subdividing and agree with you that it seems to be doing approximately the
>>>>>>>>>>>>>>>>>>> right thing, so the problem is somehow in the visualization code.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> Soc-2017-dev mailing list
>>>>>>>>>>>>>>>>>> Soc-2017-dev at blender.org
>>>>>>>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
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