|
View:
New views
20 Messages
—
Rating Filter:
Alert me
|
| < Prev | 1 - 2 - 3 | Next > |
|
|
Shader ManagerGang:
I encourage everyone to take a look at the new Shader Manager panel which Alex has stubbed-out - I think it'll be a big win for organizing materials and shaders once it's working. Cheers, Tim -- Timothy M. Shead, K-3D founder http://www.k-3d.org ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerActually I just looked at it, it looks good :) I think it would probably be a good idea to add a primitive chooser like on the shader preview panel.
Bests, Carlos On Sat, Jun 28, 2008 at 2:12 PM, Timothy M. Shead <tshead@...> wrote: Gang: -- Carlos Andres Dominguez Caballero TEL: (52 443) 3147845 CEL: (52 443) 2028344 fismat.umich.mx/~carlosadc ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerHi Gang,
I'm looking for Shader Manager feature sugestions. Carlos, I agree a choice of primitives would be a good idea. I will stub that into the toolbar for now to remind me :) This leads me onto another point. Because this panel and the Shader Preview Panel are going to rely on the following nodes to perform their jobs: sPreview:Light, sPreview Light Shader, sPreview: RenderEngine I really think it would be a good idea for them to be automatically placed in a empty document. If not then at least placed only once when a panel loads that depends on them, then keep them available for other panels (saved on document save) Therefore it is also important for a user to not be able to delete them, otherwise a panel might not work as expected. They can obviously edit them to their heart content. Possibly with an option to reset to default settings in case they mess them up. I'm going to change their node names to conform to their use in multiple panels_ _My jobs tonight are to get the artist nodes in place, get the tree to update when nodes are renamed, added and deleted. Possibly add icons in the tree. Now a lot of the ground work is in place visible work can increase and thus the commit rate. Many Thanks -Alex Timothy M. Shead wrote: > Gang: > > I encourage everyone to take a look at the new Shader Manager panel > which Alex has stubbed-out - I think it'll be a big win for organizing > materials and shaders once it's working. > > Cheers, > Tim > > ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerOn Sat, Jun 28, 2008 at 10:06 PM, Alex Curtis <alx.curtis@...> wrote:
> I'm looking for Shader Manager feature sugestions. Carlos, I agree a > choice of primitives would be a good idea. I will stub that into the > toolbar for now to remind me :) Hi Alex, Looks like you're off to a good start with this panel! Some (probably obvious) suggestions: - Add an "advanced" search feature, searching not only in the name, but also in the comments, texture names, ... - Add a "tagging" feature, but I guess that was already planned as grouping. Regards, -- Bart ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerAlex Curtis wrote:
> This leads me onto another point. Because this panel and the Shader > Preview Panel are going to rely on the following nodes to perform their > jobs: > sPreview:Light, sPreview Light Shader, sPreview: RenderEngine > > I really think it would be a good idea for them to be automatically > placed in a empty document. If not then at least placed only once when > a panel loads that depends on them, then keep them available for other > panels (saved on document save) > > Therefore it is also important for a user to not be able to delete them, > otherwise a panel might not work as expected. They can obviously edit > them to their heart content. Possibly with an option to reset to default > settings in case they mess them up. > metadata. The behavior would be as-follows: * When a preview panel is mounted the first time in an existing document, it creates the nodes that it needs. * Using the metadata mechanism, the new nodes are "tagged"using a panel-specific tag (TBD) so that subsequent panels know not to create another set. * Also using the metadata mechanism, the new nodes are "tagged" using a NGUI-specific tag (also TBD) so that the UI layer knows not to delete them (or at least provides reasonable warning before doing so). * When the preview panel is closed, the implementation nodes are left-behind. * When a new preview panel is created, it scans through the document and uses the tagged nodes instead of creating a new set. Cheers, Tim -- Timothy M. Shead, K-3D founder http://www.k-3d.org ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerHi Gang,
I have updated the panel. You can now add, remove, rename nodes and write artist notes. I know there is a bug if you close and re-open the panel. Ill sort it later. I'm trying to emit a signal when my tree selects a different node. I'm not sure how to do it from k3d and gtkmm. Help Please? :) Also at the moment, it only updates the contents of the entry boxes (and text view) when you click out of the box or press enter. This isnt ideal as many people will write something then switch window panes (or another node in mat-tree) and their contents has been deleted. Any thoughts guys? A search facility would be a cool addition. Thanks Bart :) Are there any more fundamental changes / additions I need to make to allow for a more intuitive experience ? Cheers -Alex Timothy M. Shead wrote: > Alex Curtis wrote: > >> This leads me onto another point. Because this panel and the Shader >> Preview Panel are going to rely on the following nodes to perform their >> jobs: >> sPreview:Light, sPreview Light Shader, sPreview: RenderEngine >> >> I really think it would be a good idea for them to be automatically >> placed in a empty document. If not then at least placed only once when >> a panel loads that depends on them, then keep them available for other >> panels (saved on document save) >> >> Therefore it is also important for a user to not be able to delete them, >> otherwise a panel might not work as expected. They can obviously edit >> them to their heart content. Possibly with an option to reset to default >> settings in case they mess them up. >> >> > Yes, as I alluded to earlier, this is the main use-case for per-node > metadata. The behavior would be as-follows: > > * When a preview panel is mounted the first time in an existing > document, it creates the nodes that it needs. > * Using the metadata mechanism, the new nodes are "tagged"using a > panel-specific tag (TBD) so that subsequent panels know not to create > another set. > * Also using the metadata mechanism, the new nodes are "tagged" using a > NGUI-specific tag (also TBD) so that the UI layer knows not to delete > them (or at least provides reasonable warning before doing so). > * When the preview panel is closed, the implementation nodes are > left-behind. > * When a new preview panel is created, it scans through the document and > uses the tagged nodes instead of creating a new set. > > Cheers, > Tim > > ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerAlex Curtis wrote:
> Hi Gang, > > I have updated the panel. You can now add, remove, rename nodes and > write artist notes. I know there is a bug if you close and re-open the > panel. Ill sort it later. > > I'm trying to emit a signal when my tree selects a different node. I'm > not sure how to do it from k3d and gtkmm. Help Please? :) > > Also at the moment, it only updates the contents of the entry boxes (and > text view) when you click out of the box or press enter. This isnt ideal > as many people will write something then switch window panes (or another > node in mat-tree) and their contents has been deleted. Any thoughts guys? to the connected panels (to this selection node) has any acceptance. So all you should have to do is modify this selection node, then all panels connected to this selection node should be updated. I read Bart proposed something similar for storing the nodes' selection. Is this the way it could be? Does it have any pitfall? Cheers! JoaquĆn ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerAlex Curtis wrote:
> I'm trying to emit a signal when my tree selects a different node. I'm > not sure how to do it from k3d and gtkmm. Help Please? :) > If I understand the question correctly, you want to be notified when the user selects a node within your tree. You probably want either Gtk::TreeView::signal_row_activated() or Gtk::TreeSelection::signal_changed(). See http://www.gtkmm.org/docs/gtkmm-2.4/docs/tutorial/html/sec-treeview-selection.html > Also at the moment, it only updates the contents of the entry boxes (and > text view) when you click out of the box or press enter. This isnt ideal > as many people will write something then switch window panes (or another > node in mat-tree) and their contents has been deleted. Any thoughts guys? > You must not have the latest, I added "Apply" and "Reset" buttons to the text::control to handle this - they're not entirely satisfying, but they get the job done. Cheers, Tim -- Timothy M. Shead, K-3D founder http://www.k-3d.org ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerTimothy M. Shead wrote:
> Alex Curtis wrote: > >> I'm trying to emit a signal when my tree selects a different node. I'm >> not sure how to do it from k3d and gtkmm. Help Please? :) >> >> > If I understand the question correctly, you want to be notified when the > user selects a node within your tree. You probably want either > Gtk::TreeView::signal_row_activated() or > Gtk::TreeSelection::signal_changed(). See > > http://www.gtkmm.org/docs/gtkmm-2.4/docs/tutorial/html/sec-treeview-selection.html > to emit the document state node selection signal when I click an item on the tree. I'm not sure how to do that >> Also at the moment, it only updates the contents of the entry boxes (and >> text view) when you click out of the box or press enter. This isnt ideal >> as many people will write something then switch window panes (or another >> node in mat-tree) and their contents has been deleted. Any thoughts guys? >> >> > You must not have the latest, I added "Apply" and "Reset" buttons to the > text::control to handle this - they're not entirely satisfying, but they > get the job done. > > Cheers, > Tim > > Cheers -Akex ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerAlex Curtis wrote:
> Timothy M. Shead wrote: > >> Alex Curtis wrote: >> >> >>> I'm trying to emit a signal when my tree selects a different node. I'm >>> not sure how to do it from k3d and gtkmm. Help Please? :) >>> >>> >>> >> If I understand the question correctly, you want to be notified when the >> user selects a node within your tree. You probably want either >> Gtk::TreeView::signal_row_activated() or >> Gtk::TreeSelection::signal_changed(). See >> >> http://www.gtkmm.org/docs/gtkmm-2.4/docs/tutorial/html/sec-treeview-selection.html >> >> > Yes I have those for the page update. What I should have said is: I want > to emit the document state node selection signal when I click an item on > the tree. I'm not sure how to do that > implementation at modules/ngui_node_list_panel/panel.cpp in particular, the on_selection_changed() method. There's some complexity there that you can ignore, but the basic process is: * Convert inode* into selection records. * Pass the selection records to document_state::select() or document_state::deselect(). Most of what makes that implementation complicated is handling events for tutorial-recording, but I wouldn't worry about that now. Cheers, Tim -- Timothy M. Shead, K-3D founder http://www.k-3d.org ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerHi Gang,
I have made a few commits today. The Last Updates added / fixed the following: * Added Selection signal abilities. selecting a renderman shader in the tree (not the group) will align the shader preview panel and the properties panel to that node. * Added Render Preview Mechanism on the group preview and single preview * Shader Rendering Holder Image (Subject to change) * Fixed A bug with miss-aligned storage specifiers * Fixed A Bug With Timer disconnection. * Other less important bug fixes. (still need to fix panel restart and multiple shaders problem .. all in good time :) ) As you can see though at the moment, to allow for a quick rendering implementation every time you click a group or shader new copies of the essential rendering elements are created... Not good, so its time to implement that all mysterious Meta Data. Tim (or anyone). Do you have any Documentation on how this meta data works. You guys know by now that what I want to do is to create the essential nodes once and then reuse them in different panels (or the same panel re-initiated) Thanks Again Guys, Cheers -Alex Timothy M. Shead wrote: > Alex Curtis wrote: > >> Timothy M. Shead wrote: >> >> >>> Alex Curtis wrote: >>> >>> >>> >>>> I'm trying to emit a signal when my tree selects a different node. I'm >>>> not sure how to do it from k3d and gtkmm. Help Please? :) >>>> >>>> >>>> >>>> >>> If I understand the question correctly, you want to be notified when the >>> user selects a node within your tree. You probably want either >>> Gtk::TreeView::signal_row_activated() or >>> Gtk::TreeSelection::signal_changed(). See >>> >>> http://www.gtkmm.org/docs/gtkmm-2.4/docs/tutorial/html/sec-treeview-selection.html >>> >>> >>> >> Yes I have those for the page update. What I should have said is: I want >> to emit the document state node selection signal when I click an item on >> the tree. I'm not sure how to do that >> >> > The Node List Panel does what you're trying to do. Take a look at the > implementation at > > modules/ngui_node_list_panel/panel.cpp > > in particular, the on_selection_changed() method. There's some > complexity there that you can ignore, but the basic process is: > > * Convert inode* into selection records. > * Pass the selection records to document_state::select() or > document_state::deselect(). > > Most of what makes that implementation complicated is handling events > for tutorial-recording, but I wouldn't worry about that now. > > Cheers, > Tim > > ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerAlex Curtis wrote:
> As you can see though at the moment, to allow for a quick rendering > implementation every time you click a group or shader new copies of the > essential rendering elements are created... Not good, so its time to > implement that all mysterious Meta Data. > > Tim (or anyone). Do you have any Documentation on how this meta data > works. You guys know by now that what I want to do is to create the > essential nodes once and then reuse them in different panels (or the > same panel re-initiated) > http://www.k-3d.org/wiki/Node_Metadata Also, I just committed a small tweak to the metadata interface to make it easier to work with - you'll need to get the latest and rebuild. Cheers, Tim -- Timothy M. Shead, K-3D founder http://www.k-3d.org ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerHi Gang,
Over the last few days, I have committed several updates to the Shader Manager (& Shader Preview). Please can you look over it (Shader Manager). Tell me what you like / dislike / needs blah adding etc The Meta Data Is now in for both the Shader Preview Panel & Manager Panel. This has allowed me to create only one copy of the essential preview nodes. It has also allowed me to save to file the extra user notes such as artist name etc... Meta Data Rocks! Its made life so much easier. However a problem has emerged. Currently the artist notes are being saved as meta data. However the current implementation looses its formatting when the notes are loaded from meta data. Is there any way to solve this limitation? I think its only when the notes are loaded from a files meta data. Not when sourcing from a document nodes meta data. Groups, can now be added (not deleted yet) and the tree is now interactive. Groups can be nested in other groups and shaders into different groups. The changes at this moment in time are volatile and go when the panel is relaunched. This is my next job. Also I probably need to distinguish the groups from the shaders more in the tree.. possibly by making the group names bold. Previews of the Shaders are now displayed.... Uhh there are several other additions / fixes but I cant think of them from the top of my head. Looking Forward to your feedback :) Cheers -Alex Timothy M. Shead wrote: > Alex Curtis wrote: > >> As you can see though at the moment, to allow for a quick rendering >> implementation every time you click a group or shader new copies of the >> essential rendering elements are created... Not good, so its time to >> implement that all mysterious Meta Data. >> >> Tim (or anyone). Do you have any Documentation on how this meta data >> works. You guys know by now that what I want to do is to create the >> essential nodes once and then reuse them in different panels (or the >> same panel re-initiated) >> >> > See the documentation at > > http://www.k-3d.org/wiki/Node_Metadata > > Also, I just committed a small tweak to the metadata interface to make > it easier to work with - you'll need to get the latest and rebuild. > > Cheers, > Tim > > ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Shader ManagerAlex Curtis wrote:
> The Meta Data Is now in for both the Shader Preview Panel & Manager > Panel. This has allowed me to create only one copy of the essential > preview nodes. It has also allowed me to save to file the extra user > notes such as artist name etc... Meta Data Rocks! Its made life so much > easier. > > However a problem has emerged. Currently the artist notes are being > saved as meta data. However the current implementation looses its > formatting when the notes are loaded from meta data. Is there any way to > solve this limitation? I think its only when the notes are loaded from a > files meta data. Not when sourcing from a document nodes meta data vocabulary: you are using "shader" and "material" interchangeably, but they aren't. It should be "Material Preview Panel", "Material Manager", etc. Everything that you have been working with is a material. * Start K-3D. Create a Material Manager Panel. Under "RenderMan Materials" you see one (the default) material. Mount a different panel. Mount another Material Manager Panel. Under "RenderMan Materials" you see two materials. Mount a different panel. Mount yet another Material Manager Panel. Under "RenderMan Materials" you see three materials. The same thing happens if you create a new document. * I don't know what you mean by "losing formatting" ... from what I can tell, notes aren't saved at all. Cheers, Tim -- Timothy M. Shead, K-3D founder http://www.k-3d.org ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Material Manager [was:] Shader Manager> Timothy M. Shead wrote:
>> * I don't know what you mean by "losing formatting" ... from what I can >> tell, notes aren't saved at all. >> > Hmm... Are you sure? If you take a material profile. add some artist > notes to it. Click apply then click save to document button on same > panel. Then save / re-open the k3d file. Does it not save the notes?.. > It should at the very least keep the notes when the panel is opened / > closed / reopened. Since the mechanism for the meta save to file is in > the sdk everything should work correctly :) (Fingers Crossed) I was meaning to ask why you have "save to document" ... you should make all state changes as they happen, just like the rest of the UI. As I've now (thoughtfully!) demonstrated people will overlook or forget "save to document" and then wonder where their edits went. Cheers, Tim ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Material Manager [was:] Shader ManagerTimothy M. Shead wrote:
> Alex Curtis wrote: > >> The Meta Data Is now in for both the Shader Preview Panel & Manager >> Panel. This has allowed me to create only one copy of the essential >> preview nodes. It has also allowed me to save to file the extra user >> notes such as artist name etc... Meta Data Rocks! Its made life so much >> easier. >> >> However a problem has emerged. Currently the artist notes are being >> saved as meta data. However the current implementation looses its >> formatting when the notes are loaded from meta data. Is there any way to >> solve this limitation? I think its only when the notes are loaded from a >> files meta data. Not when sourcing from a document nodes meta data >> > * One item that had escaped my notice until now is an important point of > vocabulary: you are using "shader" and "material" interchangeably, but > they aren't. It should be "Material Preview Panel", "Material Manager", > etc. Everything that you have been working with is a material. > code folders and CMakeFile(s). I will get round to this, but its not that important at the moment. > * Start K-3D. Create a Material Manager Panel. Under "RenderMan > Materials" you see one (the default) material. Mount a different > panel. Mount another Material Manager Panel. Under "RenderMan > Materials" you see two materials. Mount a different panel. Mount yet > another Material Manager Panel. Under "RenderMan Materials" you see > three materials. The same thing happens if you create a new document. > Fixed This issue :) (thanks) > * I don't know what you mean by "losing formatting" ... from what I can > tell, notes aren't saved at all. > Hmm... Are you sure? If you take a material profile. add some artist notes to it. Click apply then click save to document button on same panel. Then save / re-open the k3d file. Does it not save the notes?.. It should at the very least keep the notes when the panel is opened / closed / reopened. Since the mechanism for the meta save to file is in the sdk everything should work correctly :) (Fingers Crossed) > Cheers, > Tim > > Cheers, -Alex ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
|
|
Re: Material Manager [was:] Shader Manager |