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

Darshan kadu darsh7807 at gmail.com
Thu Jul 27 19:05:45 CEST 2017


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
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> Soc-2017-dev mailing list
>>>>>>>>>>>>>>> Soc-2017-dev at blender.org
>>>>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/soc-2017-dev
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
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