- User Since
- Nov 8 2010, 2:07 PM (560 w, 1 d)
Thanks for review, Brecht.
1: The label does not work for outputs
I only added code to change the names of the input parameters, not the output ones.
I think before adding it, I should solve the following problem..
Mon, Aug 2
Changed 'SocketType' to INT and removed the boolean case.
Fri, Jul 30
@Brecht Van Lommel (brecht) I applied all the required changes and I added the blender_shader.cpp part that I think is necessary modify.
Thu, Jul 29
I have created a first patch for review by the Blender developers. https://developer.blender.org/D12074
I need to learn how to associate this patch with this design task.
Mon, Jul 26
After some testing, I have verified that the definition of each property added in the .osl file is processed and added in metadata format inside the .oso file
Wed, Jul 21
Thanks for your tips, Brecht.
Vector input: the idea is save vertical space in the node, but yes, in the 'normal' node sizes the horizontal space maybe is not enough. But the user can extend the node size easily.
Image datablock: currently I use the typicall image file interface for my nodes, that is not perfect but is very clossely to the use in the Blender texture node.
I think the first step to improve how some options are drawn in the interface is to add a suitable definition for each option within the OSL code.
For example, for Booleans.
int zup = 0 [[ string widget = "checkBox", string label = "Z-Up", int connectable = 0 ]],
Without this definition, it is quite difficult to deduce when an option is a Boolean or an integer.
Thu, Jul 8
Tue, Jul 6
Checked also under Blender 3.0.0 master branch build from yesterday ( not asan build..): no crash.
After review the addon code and fix an small error with the node inputs..
Python: Traceback (most recent call last): File "D:\BLENDER\2.93\scripts\addons\BrickTricks\uv_map_tile_pattern_1_addin.py", line 18, in update self.inputs['HAS_Vector'].default_value=0 KeyError: 'bpy_prop_collection[key]: key "HAS_Vector" not found'
This are the fix ( I think that we can remove the 'pass' sentence too..).
def update(self): if self.inputs['Vector'].is_linked: self.inputs['HAS_Vector'].default_value=1 else: if 'HAS_Vector' in self.inputs.keys(): # add check.. self.inputs['HAS_Vector'].default_value=0 pass
Now, the crash seems gone or, at least, I can't reproduce here under 2.93.1 official release. I added the fix code for the addon and maybe is a good idea if anyone can make a more test to confirm.
The steps are:
1: open Blender with the addon enabled. ( I used 2.93.1 here) 2: using the default startup scene, add a material with one of the Bricks pattern nodes 3: launch a render 4: close Blender after render finish to check for the crash
5: repeat the steps from 1 to 4 for each of the Bricks pattern. Confirm if the Blender crash happen or not.
Jun 23 2021
Jun 22 2021
I can confirmed that is working properly now. Thanks!
Jun 18 2021
Jun 8 2021
About the GUI: I'm not sure if this needs to be hidden, because if a custom rendering engine disables file saving from blender, it should remove the output and stamp panel from the ui.
Jun 7 2021
May 25 2021
At least it would be a good idea to add the possibility to activate or deactivate this behavior through the API, if you do not want to expose the option in the user interface.
Thanks for reviewing the report. Imagine this situation: some render engines have the option of exporting to their own scene format, to render outside of DCC (Maya, Blender or Houdini..). This allows them to send all their animation to a render farm regardless of the DCC they used to create it. Now, imagine exporting 1500 frames from Blender, and that it creates, yes or yes, 1500 image files on disk. Also, these images are empty, since nothing has been rendered, it has only been exported. I know this is a desired behavior in Blender, but I sincerely believe that it is not practical at all.
May 24 2021
Mar 30 2021
Mar 29 2021
I tested here in 2.93 alpha and the crash don't happend anymore. Anyone can confirm this?
Nov 16 2020
Nov 15 2020
Oct 22 2020
Oct 19 2020
Oct 5 2020
Jul 22 2020
Jul 1 2020
I think is not a bug... seems a fault in your viewport quad + zoom + aspect ratio code.
Sep 12 2019
Confirmed the partial fix when draw_label method is deleted.
Sep 3 2019
Work nicely with TheBounty renderer nodes..
Jun 10 2019
May 8 2019
Small update.. It also happens if we create only 1 mesh. Tested with last build from :
May 1 2019
Aug 12 2016
Mar 1 2015
Yes. I see your code. This is the same library that I try to use with TheBounty exporter, but in my case, a invalid's type of .df3 files are created.
About working on Povray Exporter.. I am very busy at the momment with my own project(TheBounty) and my daily(bricklayer) paid work.
Off course i add an small change on your code. Now, is work fine here.
Dec 9 2014
Well.. Really I am a programmer with some projects in Python and C++. Included an exporter of Softimage to PovRay. But, don't worry. In what concerns me, it is well closed.
Jul 7 2014
sergey, the python 'bindings' code for this code (drawAareaCallback, flushCallback, etc..) its here:
I really don't know what callback are don't work right.
Maybe the problen is on Blender 'image viewer'.. instead on RenderEngine code.
Jul 6 2014
Sorry, I don,t have some time this week for review this code, because I need solved job issues far on my city. Re-open task, please..