Amazing news: the bug count is under 300! :)
Ton Roosendaal writes:
Hi all,
Here's the notes of today's meeting in irc.freenode.net #blendercoders
1) Blender 2.64 release status
- Open bugs down to 276 total! Campbell and Brecht have been busy, well done!
- Jens Verwiebe has a fix for OpenGL display on Macbook with retina screens. Please check latest svn!
- Brecht van Lommel finished porting over all Cycles features from Project Mango's branch; including tile render, better updates, speedup.
- Sergey Sharybin is still working on porting over the color management to trunk. There are possible regressions, this is being studied on still.
- Proposal: We release Blender with OCIO as default. Compiled without, Blender will only work as the old "Use color management" option. If you like to use the old "No colormanagement", you need to use the official build with OCIO and choose "None" as Display Device transform.
- Brecht will review the color code, and hopefully it goes to svn in a few days, allowing us to move release status to BCon4 (only bugfix period, release in 1-2 weeks).
- Proposal: don't release with the option "use legacy compositor". Or better said, code gets removed.
- Planning: target at release end of month, so it can get copied (and used/tested) with the Mango dvd.
- Jens Verwiebe can't further support OS X PPC, for building or releases. We need someone who keeps all libs for that system, and maintain the build system, and do releases. Mike Erwin looks into taking it over.
2) Other projects
- Thomas Dinges and Lukas Toenne worked on Cycles Open Shading Language support. Target is to have it ready for 2.65.
- SSE2: will become default for releases from 2.65 on.
Thanks,
-Ton-
24 Comments
Awesome! Great work on the bugs folks :) Always love ready the Dev Meeting reports. OSL looks great!
This is soooooo great news! Can't wait for final release after so much pain and bugfixing. :)
Its great to hear that the bug count is going down. Really a big thanks to all the Devs. Its also great to hear that Cycles is gonna make renders quicker.
I'm sorry, what's SSE2?
Google and wikipedia are your friends. Don't forget them. ;)
Yeah, sorry about that, but I thought it was a new blender feature, not something strictly related to computers.
So I said to myself... What the hell is this new awesome feature that I missed???
Hope that this makes sense to you... sorry again.
Its an instruction set for cpu's. The folllowing cpu's dont have this,
and are therefore unable to run the newer blender releases:
AMD CPUs prior to Athlon 64, including all Socket A-based CPUsIntel CPUs prior to Pentium 4
Anyone still using those computers? I'll have to check at work, we may actually have some ancients that would have required staying at 2.64 and earlier. Maybe now we can finally get some upgraded hardware.
Just get the source and compile it without SSE2 support ;) - I however doubt any computer that old would be able to run anything nowadays.
Ok I got it, thank you
http://en.wikipedia.org/wiki/SSE2
I'll be worried if the bug count ever gets below 100... no bugs == no innovation and I think Blender can only get better...
The old engineering saying goes... If it aint broke, there is not enough bells and whistles.
At work we say:
If it is silent, it doesn't work.
What is happening with Particle nodes ?,
A total funding off 4000 Euros was given to a Lukas Toenne dating back to September 2011 - March 2012 and yet we still don't have any recent news sense May 2012, has there been any contact ?.
I see him actively developing on
https://gitorious.org/~lukastoenne so he's not AWOL :)
This is just a general thanks to everyone associated with the Blender team and the Blender support network. I've only been using Blender since January 2012, but I'm overwhelmed by the innovation, pace of upgrades, openness, information on enhancements, and professional enthusiasm. I'm impressed with the quality of tutorials at CGCookie, BlenderGuru, Diplom, BlenderTuts, Peter Drakulic, etc. I'm impressed with the entire international spirit of the community. And I'm impressed with BlendSwap for sharing Blender models and their techniques, tips, and secrets.
I'd rather have all of this and a few bugs than an expensive 3D modeling application that only upgrades once every year or so and never tells you what they are working.
Don't get me wrong. When I decided to get into 3D modeling, I researched every application available including Makehuman, DAZ Studio, Poser, Hexagon, Maya, 3D Max, Zbrush, Modo, Cinema 4D, Houdini, and the rest.
I tried all of the trial offers for 30 days, but that isn't enough time to learn 3D modeling. Then I stumbled upon Blender.
There isn't anything to compare with the Blender spirit that I've seen so far. I have no idea how anyone makes a living giving such an application away free, but God bless you for the effort and I support Blender with donations and purchases.
I only wish that I didn't have to work to pay the bills in order to spend my remaining few years (I'm 66 now) enjoying photography, photographic restoration, and 3D modeling (with Blender).
Keep up the great work and I urge eveyone to chip in a bit and support this incredible experience.
+1
Bart,
Maybe I am wrong, but this IRC meeting took place on 9th September, not the 2nd - you have 2 posts on BlenderNation with the same title :).
Ah crap, you're right :)
I've been searching around for specifics, but what's the deal with this OpenColor IO thing? I can see it's an open source development program run by Sony Imageworks and it's been used in several major Hollywood movies, but I can't really find exactly what it is and why it's such a big deal for Blender. The developers seem to be putting a lot of time and effort into it, so it must be important for some reason!
super quick summary: the way colour is captured in a digital camera is different from the way its stored on disk, is different to how photoshop treats it internally, is different to how your monitor displays it, is different to how a cinema screen displays it, is different to how a renderer uses it for input textures, is different to how a renderer outputs it. further, you can store colour in a traditional 'cheated' colour space that works well for monitors, eg srgb, or in a linear space, like most exr's, or in a compressed space that used to be used a lot for film, like 10bit-log. you then add 'artistic' filters to the mix, like a grading filter chosen by a cinematographer or art director, it gets even more confusing. does that grading filter (called a look up table, or LUT) expect srgb in, and srgb out? Or linear in, and rec709 out? and how does all that compensate for my monitor, which is a high-end one in a darkened room, vs a mac laptop in a bright room?
Each of these problems by itself isn't too bad, but when you combine them all together, all the possible combinations of filetypes, image creaters, image viewers, viewing systems, luts, calibration etc becomes very time consuming, and it kept RnD departments of vfx facilites busy, as well as plugin writers for colour tools.
OpenColorIO attempts to solve all these problems. It can transform between many different luts and image format types, has tools to deal with monitor calibration, has plugins for many existing image manipulation and viewing tools, and is designed so that its relatively easy for new applications to add OCIO to their code.
Its analogous to how there were lots of competing image formats for ages, and finally ILM said 'right, we have this new image format, its called exr, it solves all your problems, and its now open source, go use it'. everyone jumped on it, as it was the most obvious and right solution to a long standing, kind of boring problem. OCIO is the same for colour pipelines.
Great to see some love for Retina Macbook Pro users :)
ppc =( =(