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bf-blender / Windows (2005/04/28) Intrr´s DoF :) - UPDATE -

Posted: Tue Apr 26, 2005 9:46 pm
by ZanQdo
Hey guys, just for testing the new integration of iblender2 DoF in bf CVS, also the widgets are looking realy fine :)

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Update

I compile because I thought that T3 sintax highlighting has been added to the text editor but apparently only bracket matching patch has been applied :oops: anyway here it is, same link :P


Interesting stuff from the log:

ton:

The zblur plugin (aka as DoF) integrated in render. Compared to patch
submitted by Alexander, changes/improvements are:

- Moved to new Panel in Scene buttons "Post Effects". Together with other
postprocessing options, such as Edge render. It is also not called DoF,
this because that's a bit pretending too much then. It's a zblur still!
- Made it render Alpha as well
- Made it use and deliver float buffers
- Huge cleanup of zblur.c code, was very messy. It was alling things in render
code without need even (win matrices, transform faces, etc)
- Fixed errors in using Z values (zbuffer is signed int)
- Removed very weird gamma corrections for front/back half
- Tweaked gaussian table, allow variable 'Sigma' to be set for gauss curve
- Didn't copy 'auto focus' yet. Use of this is very limited, and gives
false expectations, nor works for rendering anims with deamons well.

Main issue remains: it's not a very advanced feature... I still doubt
very much if this deserves to be released. Spent 2 days on trying to get
the key issues solved, with not much results.

- gauss filter code has weird side effects on large blur size
- having unsharp (blurred) in front also blurs what's around in back.
only blurred in back with sharp in front works a little bit
- severe aliasing errors... also due the code splitting in 2 halves
- doesnt work with unified yet
- won't work for halos, spot halos or transparant faces

Anyhoo... It was promised to be committed, so now artists can play with it.
Who knows it's useful after all, or some fixes can be implemented. :)


theeth:

Toying a bit with MMB behavior:
MMB click with no constraint selects a constraint right away (the axis selector doesn't flash on screen)
MMB click with a constraint removes the constraint
MMB click-drag in both case (with and without a constraint) uses the axis selector.

stopConstraint didn't remove the CON_SELECT flag, so cancelling transform while selecting a constraint and then reentering transform was funny. Fixed


blendix:

Make view translation and zooming 'smooth' in the uv editor. Power-of-two
zoom levels can be found in the View > View Navigation menu. Also Ctrl+MMB
zooming was added.

Added the E-key, LSCM unwrap popup back again.


ton:

Reflecting the discussions on Transform Manipulators...

Here you can see the notes and pictures:
http://www.blender3d.org/cms/Manipulato ... 548.0.html

The alternative rotate widgets are still under rt=2 and rt=3.

Still enough work todo here, but hope it's a good step forward!


stiv:

New IPO methods.
Ipo.delCurve( curve_name ) deletes named curve from IPO.
Ipocurve.delBezier( int ) deletes point at index from Ipocurve.

Contributed by Ken Hughes (khughes). Thanks!


stiv:

Add bracket matching to text editor.
#2437 from the Patch Tracker.
Contributed by Ricki Myers (themyers). Thanks!

Highlight color is set in UserPref theme colors.


ton:

To please the stats-junkies: the "tech stat" drawing now displays all
values that change during transform().

For the rest drawing sticks to actual selection, making the view quite
less cluttered. Hope this gets approval. :)


ton:

Added menu in header for orientation of manipulator widgets.
Also slightly tweaked threshold for drawing text in menu buttons. The text
was clipped just too quick.


Enjoy :D

http://www.3developer.com/bf-builds/ble ... indows.zip

Re: bf-blender / Windows (2005/04/26) Intrr´s DoF :)

Posted: Tue Apr 26, 2005 10:05 pm
by mataii
ZanQdo wrote:Hey guys, just for testing the new integration of iblender2 DoF in bf CVS, also the widgets are looking realy fine :)

Enjoy :D

http://www.3developer.com/bf-builds/ble ... indows.zip
Sure :wink: let's see that work :D

Thanks for the build :wink:

Posted: Wed Apr 27, 2005 1:35 am
by thoro
Thanks for the build. Hehe, I like the [ALT]+[SPACE] combination for Manipulator Orientation - it's much better than searching for the small grey/white sphere :D.

The integrated Zblur is a cool option, but I think it's hard to control - and how do I use it in animations?

Posted: Wed Apr 27, 2005 2:12 am
by Bellorum
thoro wrote:Thanks for the build. Hehe, I like the [ALT]+[SPACE] combination for Manipulator Orientation - it's much better than searching for the small grey/white sphere :D.

The integrated Zblur is a cool option, but I think it's hard to control - and how do I use it in animations?
Well, I thought the old way was faster, and it was the first thing I missed in this build :?

Posted: Wed Apr 27, 2005 4:15 am
by kakapo
i like how the widgets look now but i don't find the ctrl - space and alt - space combination ideal. :?

the widget orientation should be a per widget setting. it makes sense to use global for move and local for rotate and scale for example. always having to switch is too tedious!

this "pie" feedback of the rotation widget is supposed to start where you click with with the mouse now but sometimes it's a bit off.

Posted: Wed Apr 27, 2005 8:28 am
by crsrma
I'm really liking the combo widget & new hotkeys, especially for orientation. Maybe it would be good to make those options accessible in the regular menu as well..? Zblur is nice, hope it will be implemented for the Unified Renderer as well. Thanks for the build. :)

Re: bf-blender / Windows (2005/04/26) Intrr´s DoF :)

Posted: Wed Apr 27, 2005 8:36 am
by Caronte
ZanQdo wrote:Hey guys, just for testing the new integration of iblender2 DoF in bf CVS, also the widgets are looking realy fine :)

Enjoy :D

http://www.3developer.com/bf-builds/ble ... indows.zip
Hi ZanQdo, thanks for the build ;)

The zblur needs the autofocus feature to be usefull and the "lag" function whould be cool too.

Spanish:
Hey ZanQdo y Mataii, me alegro de leeros, si os apetece pasaros por www.3dpoder.com estamos muchos BlenderAdictos ;)
Saludetes.

Posted: Wed Apr 27, 2005 11:41 am
by llunasol
Uhmmm, long dreamed DOF, but... I've read all the talking on the Bf-committers Archives as I usually do and it looks it has not a high enthusiam on it (specially from Ton) and the implementation currently on that release is weird to me.

I can't understand why DOF is a general effect (F10) when is clearly related with the camera as it was on the iblender, what would happen if we got several cameras on a file? All of them will have the same DOF settings? Why? It's quite usefull having several cameras on a complex file to work different setups, the most logical thing would be saving the file with every camera with its won DOF settings. I think that this is similar to the discussion we saw here when AO was first implemented as a lamp while it was developed and finally after some talking travelled to the World area.

On the other hand not implementing Autofocus is also sad, since it gave a whole point to the iblender DOF, specially useful on animations, being, again, a camera related thing.

The arguments from Ton were that the iblender implementation was a hack over the z-blur plugin and that specially autofocus was tricky to set to be usefull. Well, maybe it was, but the currently documented DOF on Blenders manual is even worst. The point would be to try to tune iblender's DOF... It looks like implementing that DOF not saying it's a DOF on hidden place and under a too technical name (zblur) won't help anyone to recognize it...

But well, those are just some thoughts and maybe I'm wrong.

Posted: Wed Apr 27, 2005 2:12 pm
by dmao
llunasol wrote:I can't understand why DOF is a general effect (F10) when is clearly related with the camera as it was on the iblender, what would happen if we got several cameras on a file?
I agree completely. It's especially senseless since Yafray DOF is so easily accessible in the camera panel as "Yafray DOF" :?. Why not just change that panel to "Depth of Field" and have it reflect the current renderer?

Same with the autofocus- it's a pretty important feature, especially for animation.

Posted: Wed Apr 27, 2005 2:16 pm
by macouno
I can understand that a nr of coders (including ton) wouldn't be too enthusiastic about it. It's not quite correct... this dof method. So on close scruteny you can tell it's not "true DOF".

But I say: I'd rather have incorrect DOF than none at all. It is really a major requirement for a 3d package.

Also I have to agree with llunasol that it would be better if it were a "per camera" setting. And yeah to set an "autofocus" aimed at an object is something we really do need also.

Thanks for the build ZanQdo

Posted: Wed Apr 27, 2005 3:37 pm
by llunasol
As macouno points I can understand than Ton is not enthusiastic about iblender DOF. I read all Ton's appointments and I understand the reasons, but look too critic as long as we don't have that tool at all and at least there is an alternative.

Ton clearly explains on Bf-committers list than Ewering's DOF is difficult to set properly, well, probably, but it's also difficult to set the present Softbodies implementation (or at least I find complex to preview the results after some work) but everybody is happy to have it. Probably I don't mind the quality of the code of DOF or Softbodies, I just see at them as artist (we can't forget that 3D artists are technical-artists) and I feel happy to have them to use up to what can be possible to get from them. I don't mind if Ewering's DOF is "technically" the z-blur code, if it's usefull to set some kind of DOF, call it DOF... :roll:

Uhmm, again, just IMHO :D

Posted: Wed Apr 27, 2005 3:46 pm
by ysvry
macouno wrote: It is really a major requirement for a 3d package.

Thanks for the build ZanQdo
no it isnt blurr can be easilly achieved in postwork :P

Posted: Wed Apr 27, 2005 6:15 pm
by JoOngle
I agree about the AutoFocus feature - that one is a MUST.

There´s also a need for the "Fake-Dof" as it´s a real blessing with
scenes that would take forever to render with real-dof.

And now for softbodies:

Here´s a couple of suggestions for the softbody feature:

1) Make a "Preset-menu" availiable. It would be real handy to have
some already finished adjustments for various softbody-reactions:
Dropdown menu: >Cloth/Soft/Rugged/Stiff Ball/Rubber/Plastic/Puncture

Even more fun --> User programmable presets that can be saved with Ctrl-U

2) "Immortalize" - convert to mesh-animations/deformations.

Posted: Wed Apr 27, 2005 10:26 pm
by kitsu
I just wanted to say the new transform widgets are great, especially the normal option!

Two comments though:
Currently the y-axis arrow is always on top with the x bellow and the z on the bottom, this isn't noticable unless you rotate the view so the z arrow should be above one of the others.

Second it would be nice if you could access the normal option with hotkeys or MMB. It seems the alt key is not used, maybe "alt-x"/"alt-mmb and drag to x axis" to constrain to normal?

Anyway I like everything about how the new transform widgets are going, in fact I almost like them more then softbodies... almost.

Posted: Wed Apr 27, 2005 11:27 pm
by Zsolt
ysvry wrote: no it isnt blurr can be easilly achieved in postwork :P
Easy? Not until we can save the zbuffer of a scene easily from within Blender (hint, hint...).

Widgets: better all the time!!!
But the new pop-ups, eg. for changing the coocrdinate system, are too hidden. PLEASE when adding new features, don't make them available only as hotkeys!!! It's a pain in the *ss even for me, who has used Blender for 5 years now, to find a new feature, sometimes I have to read all the changelogs of the previous weeks or months to find what I'm looking for, and see how to turn on the given tool/feature.
Eg: A button on the header beside the manipulator for changing the coordinate system would be good.