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	<title>Comments on: BURP Distributed Rendering Project Enters Alpha</title>
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	<link>http://www.blendernation.com/burp-distributed-rendering-project-enters-alpha/</link>
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		<title>By: AndyK</title>
		<link>http://www.blendernation.com/burp-distributed-rendering-project-enters-alpha/comment-page-1/#comment-95609</link>
		<dc:creator>AndyK</dc:creator>
		<pubDate>Fri, 27 Apr 2007 21:27:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/25/burp-distributed-rendering-project-enters-alpha/#comment-95609</guid>
		<description>regarding the mentioned security issue in the article: http://www.blendernation.com/2007/04/24/blender-242-security-advisory/

BURP already uses the 2.43 sources to build its client.
So everyone who participate will get the new client automatically.</description>
		<content:encoded><![CDATA[<p>regarding the mentioned security issue in the article: <a href="http://www.blendernation.com/2007/04/24/blender-242-security-advisory/" rel="nofollow">http://www.blendernation.com/2007/04/24/blender-242-security-advisory/</a></p>
<p>BURP already uses the 2.43 sources to build its client.<br />
So everyone who participate will get the new client automatically.</p>
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		<title>By: Paul</title>
		<link>http://www.blendernation.com/burp-distributed-rendering-project-enters-alpha/comment-page-1/#comment-95534</link>
		<dc:creator>Paul</dc:creator>
		<pubDate>Fri, 27 Apr 2007 19:21:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/25/burp-distributed-rendering-project-enters-alpha/#comment-95534</guid>
		<description>I sure love blender :-)</description>
		<content:encoded><![CDATA[<p>I sure love blender :-)</p>
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		<title>By: Joeri</title>
		<link>http://www.blendernation.com/burp-distributed-rendering-project-enters-alpha/comment-page-1/#comment-95260</link>
		<dc:creator>Joeri</dc:creator>
		<pubDate>Fri, 27 Apr 2007 09:54:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/25/burp-distributed-rendering-project-enters-alpha/#comment-95260</guid>
		<description>&quot;I still have no clue how to use python at RENDERING stage&quot;

I don&#039;t think it&#039;s used much, but in advanced rigging it can be a big help.
I use expressions in all my maya files so I should think people could be using python as well.

For instance, in a machine you can set all rotations of gears in speeds and counter speeds according to the first gear; this way you need to only animate the first gear and all the rest will follow, also after changes.
Drivenkeys could (well should, blender does not have them yet) be driven by formulas. The wave modifier is all nice and stuff, but for better control you&#039;d be using your own python wave generator. These are hard to bake, and why would you? The file would get very big for no real reason. We&#039;ve also once used an external data file on positions of waver steppers in an ASML machine. No real need to bake IPO&#039;s (unless you are using motion blur) out of them, just create an array, or read the file on render.</description>
		<content:encoded><![CDATA[<p>&#034;I still have no clue how to use python at RENDERING stage&#034;</p>
<p>I don&#039;t think it&#039;s used much, but in advanced rigging it can be a big help.<br />
I use expressions in all my maya files so I should think people could be using python as well.</p>
<p>For instance, in a machine you can set all rotations of gears in speeds and counter speeds according to the first gear; this way you need to only animate the first gear and all the rest will follow, also after changes.<br />
Drivenkeys could (well should, blender does not have them yet) be driven by formulas. The wave modifier is all nice and stuff, but for better control you&#039;d be using your own python wave generator. These are hard to bake, and why would you? The file would get very big for no real reason. We&#039;ve also once used an external data file on positions of waver steppers in an ASML machine. No real need to bake IPO&#039;s (unless you are using motion blur) out of them, just create an array, or read the file on render.</p>
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		<title>By: Micah</title>
		<link>http://www.blendernation.com/burp-distributed-rendering-project-enters-alpha/comment-page-1/#comment-94975</link>
		<dc:creator>Micah</dc:creator>
		<pubDate>Thu, 26 Apr 2007 23:30:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/25/burp-distributed-rendering-project-enters-alpha/#comment-94975</guid>
		<description>oh wow I didn&#039;t realize there were mac binaries!</description>
		<content:encoded><![CDATA[<p>oh wow I didn&#039;t realize there were mac binaries!</p>
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		<title>By: AndyK</title>
		<link>http://www.blendernation.com/burp-distributed-rendering-project-enters-alpha/comment-page-1/#comment-94835</link>
		<dc:creator>AndyK</dc:creator>
		<pubDate>Thu, 26 Apr 2007 18:28:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/25/burp-distributed-rendering-project-enters-alpha/#comment-94835</guid>
		<description>[quote]I still have no clue how to use python at RENDERING stage. Is it not possible to do everything without python? What would be the usages that absolutely require python (or usages that help in something tremendously)?[/quote]

I know one BURP rendersession which used python to control cameras for the animation... and it failed to render properly, because many windows clients (about 99%) don&#039;t have python installed...

AndyK</description>
		<content:encoded><![CDATA[<p>[quote]I still have no clue how to use python at RENDERING stage. Is it not possible to do everything without python? What would be the usages that absolutely require python (or usages that help in something tremendously)?[/quote]</p>
<p>I know one BURP rendersession which used python to control cameras for the animation&#8230; and it failed to render properly, because many windows clients (about 99%) don&#039;t have python installed&#8230;</p>
<p>AndyK</p>
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		<title>By: Dotsch</title>
		<link>http://www.blendernation.com/burp-distributed-rendering-project-enters-alpha/comment-page-1/#comment-94772</link>
		<dc:creator>Dotsch</dc:creator>
		<pubDate>Thu, 26 Apr 2007 16:02:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/25/burp-distributed-rendering-project-enters-alpha/#comment-94772</guid>
		<description>Please have also a look at the &quot;[FAQ] Portability - Mac&quot; thread (http://burp.boinc.dk/forum_thread.php?id=714) and the &quot;[FAQ] Portability - *BSD, Solaris, AmigaOS, Irix...&quot; thread (http://burp.boinc.dk/forum_thread.php?id=715) for more information about the porting activities.</description>
		<content:encoded><![CDATA[<p>Please have also a look at the &#034;[FAQ] Portability &#8211; Mac&#034; thread (<a href="http://burp.boinc.dk/forum_thread.php?id=714" rel="nofollow">http://burp.boinc.dk/forum_thread.php?id=714</a>) and the &#034;[FAQ] Portability &#8211; *BSD, Solaris, AmigaOS, Irix&#8230;&#034; thread (<a href="http://burp.boinc.dk/forum_thread.php?id=715" rel="nofollow">http://burp.boinc.dk/forum_thread.php?id=715</a>) for more information about the porting activities.</p>
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		<title>By: Dotsch</title>
		<link>http://www.blendernation.com/burp-distributed-rendering-project-enters-alpha/comment-page-1/#comment-94766</link>
		<dc:creator>Dotsch</dc:creator>
		<pubDate>Thu, 26 Apr 2007 15:55:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/25/burp-distributed-rendering-project-enters-alpha/#comment-94766</guid>
		<description>There are non offical BURP applications for MacOS Intel and FreeBSD (i386) available. The project admin has ackowledged to use this binaries in the project till he has build offical binaries :
http://burp.boinc.dk/forum_thread.php?id=531
http://burp.boinc.dk/forum_thread.php?id=32</description>
		<content:encoded><![CDATA[<p>There are non offical BURP applications for MacOS Intel and FreeBSD (i386) available. The project admin has ackowledged to use this binaries in the project till he has build offical binaries :<br />
<a href="http://burp.boinc.dk/forum_thread.php?id=531" rel="nofollow">http://burp.boinc.dk/forum_thread.php?id=531</a><br />
<a href="http://burp.boinc.dk/forum_thread.php?id=32" rel="nofollow">http://burp.boinc.dk/forum_thread.php?id=32</a></p>
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	<item>
		<title>By: S-T-S</title>
		<link>http://www.blendernation.com/burp-distributed-rendering-project-enters-alpha/comment-page-1/#comment-94727</link>
		<dc:creator>S-T-S</dc:creator>
		<pubDate>Thu, 26 Apr 2007 14:44:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/25/burp-distributed-rendering-project-enters-alpha/#comment-94727</guid>
		<description>@ Bart: &quot;I like the &#039;disable Python&#039; options that Joeri suggested. Of course, BURP doesn&#039;t use your own Blender installation but installs its own, so I&#039;m not sure how you can control that..&quot;

I think that it could be set to use BURP account settings, like now you can modify general preferences in your account settings. This should be done at server side anyways, because it would be useless for BURP servers to send projects that use python to clients that have disabled python.

Then the drawback is that you would be then left out of projects that use python.

I still have no clue how to use python at RENDERING stage. Is it not possible to do everything without python? What would be the usages that absolutely require python (or usages that help in something tremendously)?</description>
		<content:encoded><![CDATA[<p>@ Bart: &#034;I like the &#039;disable Python&#039; options that Joeri suggested. Of course, BURP doesn&#039;t use your own Blender installation but installs its own, so I&#039;m not sure how you can control that..&#034;</p>
<p>I think that it could be set to use BURP account settings, like now you can modify general preferences in your account settings. This should be done at server side anyways, because it would be useless for BURP servers to send projects that use python to clients that have disabled python.</p>
<p>Then the drawback is that you would be then left out of projects that use python.</p>
<p>I still have no clue how to use python at RENDERING stage. Is it not possible to do everything without python? What would be the usages that absolutely require python (or usages that help in something tremendously)?</p>
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		<title>By: Clean3d</title>
		<link>http://www.blendernation.com/burp-distributed-rendering-project-enters-alpha/comment-page-1/#comment-94718</link>
		<dc:creator>Clean3d</dc:creator>
		<pubDate>Thu, 26 Apr 2007 14:16:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/25/burp-distributed-rendering-project-enters-alpha/#comment-94718</guid>
		<description>Do all the .blends run through this system *have* to be open source? I know that people may have access to all the content, but could you simply include a license with each file that outlined how they could be used?</description>
		<content:encoded><![CDATA[<p>Do all the .blends run through this system *have* to be open source? I know that people may have access to all the content, but could you simply include a license with each file that outlined how they could be used?</p>
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		<title>By: Bart</title>
		<link>http://www.blendernation.com/burp-distributed-rendering-project-enters-alpha/comment-page-1/#comment-94715</link>
		<dc:creator>Bart</dc:creator>
		<pubDate>Thu, 26 Apr 2007 14:08:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/25/burp-distributed-rendering-project-enters-alpha/#comment-94715</guid>
		<description>&quot;All sessions with obfuscated/unneeded/unclear python scripts are rejected&quot;

How is this going to work? Is some Python genius going to manually check *every* python script for *every* .blend that is submitted? Sounds like an unrealistic solution to me..

I like the &#039;disable Python&#039; options that Joeri suggested. Of course, BURP doesn&#039;t use your own Blender installation but installs its own, so I&#039;m not sure how you can control that..</description>
		<content:encoded><![CDATA[<p>&#034;All sessions with obfuscated/unneeded/unclear python scripts are rejected&#034;</p>
<p>How is this going to work? Is some Python genius going to manually check *every* python script for *every* .blend that is submitted? Sounds like an unrealistic solution to me..</p>
<p>I like the &#039;disable Python&#039; options that Joeri suggested. Of course, BURP doesn&#039;t use your own Blender installation but installs its own, so I&#039;m not sure how you can control that..</p>
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