31068 win32 Blender 2.5 Beta w/ LAA, FFMPEG, FFTW3 (for smoke etc.), Quicktime, Collada, and Jack - GraphicAll.org
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    31068 win32 Blender 2.5 Beta w/ LAA, FFMPEG, FFTW3 (for smoke etc.), Quicktime, Collada, and Jack
    Builderloopduplicate
    OS
    DateAug-5-10
    TypeBF

    Description

    win32 Blender 2.5 with LAA, FFMPEG, FFTW3 (for smoke etc.), Quicktime, Collada, and Jack


    DownloadBuild!!



    Blender Foundation's Chaos and Evolution Training DVD by David Revoy

    Comments
    Pharion3D
    Thanks for the build ;)
    *comment from the builder
    loopduplicate
    @Pharion3D
    You're welcome. Have a good one!
    Month3d
    Ty loopduplicate :)
    *comment from the builder
    loopduplicate
    @Month3d
    You're welcome too :)
    Daniel
    Hey Loop - thanks for all the hard work - been using your builds constantly.

    One thing I just noticed and confirmed - Several of the latest builds seem to no longer support using object duplicates or groups in the particle hair system.

    I tested using just a cube and a couple grouped spheres.

    I have a 27825 build and several earlier ones in which it works. It wont work on any builds higher than 28990 (based just on the few builds I have on my machine).
    These are all win32 BF winXP.

    Sorry - i dont know much of anything technical about software and development - let me know if there's somewhere else I should report this.

    Can anyone else confirm?
    *comment from the builder
    loopduplicate
    @Daniel
    Thanks for the input. This is a known bug that has been reported on the Bug Tracker. I added in your comments there. Here is a link to the report on this bug in the bug tracker:


    https://projects.blender.org/tracker/index.php?func=detail&aid=22508&group_id=9&atid=498

    matty 686
    i am getting kind of sick of 32 bit builds on windows lets try some 64 bit ones please
    *comment from the builder
    loopduplicate
    @matty 686
    then build a 64 bit version. I don't have 64 bit windows.
    matty 686
    sorry for being so pushy i am just an artist who is worried
    because it seems there are no 64 bit trunk builds recently
    and no i can't code or build otherwise i would be on linux
    *comment from the builder
    loopduplicate
    @matty 686
    You wrote, "i can't code or build otherwise i would be on linux "

    Linux doesn't require you to code or build things. Ubuntu is like Windows and Mac. You can download Ubuntu 64bit and burn it to a CD. Then with that CD, you can try it out on your computer without changing anything on your hard drive.

    And building Blender isn't that hard. But to build a version of Blender for Windows 64 bit, I think that you have to use the expensive version of Microsoft Visuall C++ instead of using a free compiler.

    There are easy instructions for building Blender on blender.org here:

    Windows: http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Windows

    Linux: http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux
    *comment from the builder
    loopduplicate
    Oh, I forgot to mention that it seems like you can cross compile Blender, which means build for Windows when you are running Linux.

    With that said, you might be able to build Blender for Windows 64bit by building on Linux.
    megisus
    Just wondering...

    Is there a reason why this build is not letting me pick Quicktime in my OUTPUT settings for export? Did Blender decide to take that codec out? Or is this just a Bug?

    Please advise...
    *comment from the builder
    loopduplicate
    @megisus
    I just realized that I've been building without Quicktime for this build. I won't get into the technical details of why. I didn't notice because I usually use my optimized builds when I use Blender and those have Quicktime.

    If you check back in a little bit, I'll update this build to have Quicktime.
    *comment from the builder
    loopduplicate
    29872, now with Quicktime :)
    Alain
    Thank you for the wonderful work you guys are doing! You are making some of my little dreams come true in terms of animation and rendering.

    Question: Would there be a reason why I can't rotate my scene as opposed to previous versions when in Persp or Ortho views using the 'alt' key + mouse?
    *comment from the builder
    loopduplicate
    @Alain

    Being able to use alt+mouse to rotate the view requires that you check the box in the user preferences called "emulate 3 button mouse". This used to be checked by default but now it is unchecked by default. Go into the user preferences and look for the option under input tab.

    I like to use this option when I'm using my pen tablet instead of a mouse.
    Alain
    Many thanks Loopduplicate! You have made my day!
    *comment from the builder
    loopduplicate
    @Alain
    Glad I could help. Best to you.
    iKlsR
    thank you very much @loopduplicate... i am loving this build... its much more stable and would it be too much to ask if u could integrate some external render engines in ur builds??
    *comment from the builder
    loopduplicate
    @iKlsR
    What external render engine would you like integrated?

    I think that the usual way to integrate more external engines is to copy python scripts to your scripts directory.

    For now, it looks like there are some people making scripts for Yafaray and Luxrender at least. You'll have to check the blenderartists.org forums for the latest python scripts and instructions for using them.

    Until Blender is out of Alpha and possibly out of Beta, my guess is that incorporating external rendering engines will be buggy.
    perpetual
    thanks Loopduplicate!
    lucas92
    I can't put a background image...
    libpng error : Image width or height is zero in IHDR. :(

    I'm on Windows 7.
    slinky
    Very respectfull suggestion here, since we have no way of knowing which comments are relevant on a specific revision of this build. we could state date and rev number. :)
    *comment from the builder
    loopduplicate
    @perpetual
    Sure thing! All the developers work hard at bug fixes and improvements and I think that there should be somewhere to get a daily build of their work. Since this is an open source community, someone just has to step up. There are a couple dozen people here at graphicall who think the same way and help to contribute different builds for most computers. Cheers!

    @lucas92
    I can't reproduce the bug you mention but I don't have Windows 7, I'm on XP. Background images are working well for me. Maybe it has something to do with this commit which happened just before I built yesterday's version:

    Revision: 30432
    http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=30432
    Author: campbellbarton
    Date: 2010-07-17 15:29:55 +0200 (Sat, 17 Jul 2010)

    Log Message:
    -----------
    PNG Compression can now be set, writing uncompressed PNG's is significantly faster for high resolution images - 2k.


    -----------------------------

    Your problem seems like a new bug. If you feel up to it, maybe you can post a bug report at the tracker? Click here to go to the Blender Bug Tracker Information Page.
    john
    seams to crash if i try to render as mpeg. i get an error and then crashes.
    the is "no module named socket"
    then it says closing ffmpeg...


    windows 7
    john
    sorry must be somthing on my end with the project file. renders the defult project file fine.
    john
    sorry to keep posting. how ever it is a problem with the build. if i have it render in a new window it crashes if i pick image editor it will render mpeg fine.
    narayan
    In the 30471 version, the main GUI flickers when I move the mouse on the options listed in the flash screen. All earlier versions did not have the problem. (Win XP)
    Terry
    Thanks so much. I can now use the sculpt mode.
    Before, all versions would crash as soon as sculpt mode was set.
    Tried several opengl stuff and pref settings with no luck.
    I was running on my laptop and just gave in to the fact it's an old machine, but now it works.

    Again, Thanks a lot. Look forward to future improvements..
    Whimsy Collective
    @all LAA = Large-Address-Aware

    @Loopduplicate what are you user-config build flags? I ask because I couldn't find in blender wiki what are the user-config for LAA flag.
    *comment from the builder
    loopduplicate
    @john
    Sounds like a bug that people were having months ago with not being able to render in a full screen window. I'm not sure why this is happening all of a sudden to you. Well, for now, you'll just have to render in a new window and file a bug report if you really want to be nice :)

    @narayan
    My guess is that you have on board Intel graphics? They just made a change to the default drawing behavior for Intels. It gave me the same buggy screen flicker that you are probably experiencing. The way to fix is it is to change the window drawing method in the user preferences under the system tab. I changed this setting from auto to triple buffer and that made the flickering stop.

    @Whimsy Collective
    Well, I've been building with MSVC and CMAKE instead of MinGW and GCC lately so the user-config.py file doesn't do anything for me. In MSVC there is an option you can pick to compile blender with LAA. In MSVC the switch is /LAA. Try asking Zebulon how he does it with GCC?
    flyhigh
    can you compile also to win64 platform, please?
    there is not so many 64bit win builds!
    Whimsy Collective
    @LoopDuplicate Thanks, I will escalate the convo in a PM over in blenderartists.org. Is Zebulon also in blenderartists?
    *comment from the builder
    loopduplicate
    @flyhigh
    I've been asked a lot lately to do 64 bit builds but I don't own a copy of 64bit windows so AFAIK, I can't build a 64 bit version :(

    My computer does support 64 operating systems though.

    The only 64bit OS I have is Ubuntu cause it's free. Nice freedom.

    @Whimsy Collective
    I'm not sure if Zebulon is over at blenderartists.org or not. I usually just post a message on one of his latest builds if I want to get a hold of him. He also has his own website. http://www.zebulon.nl/ Here is an excerpt from his latest build that doesn't make things look very promising for GCC and LAA:

    The end of GCC 4.x builds! Official support from the blender team is gcc 3.4
    Though the Blender team moves its official support from Microsoft Visual Studio 2008 now also to version 2010 - that does not account for the free compiler. So gcc 3.4 it is - gcc 4.4.1 does not build blender anymore - bugtracker report got negative response to support gcc 4.

    Goodbye Large-Address-Aware, OpenMP, lots of the newer CPU's support.
    Whimsy Collective
    *OOPS* Did I do that???


    @LoopDuplicate I just read Zebulon's comment on one of this builds about gcc 3.4 and so on. Was it a Brecht van Lommel proposal?

    OpenMP vs OpenCL (unsupported by Blender) OpenMP kills, can't wait to use OpenCL for Blender.

    Looking at Zebulon site; COOL!

    Peep this polling! Why am I not surprised.

    http://www.zebulon.nl/en/component/poll/15-which-build-version-of-blender-do-you-prefer
    Tungster
    Hi LoopDuplicate,
    Thanks for your builds, I use them alot, this build
    30552 win32 Blender 2.5 Beta crashes after launch of blender.exe, never opens... Odd
    usually all your builds run no problems... I can't wait to try your Unbuntu 64 bit, Soon I will have time to install Unbuntu.
    Thanks again :-)
    Juang3d
    Thanks for your builds loopduplicate.

    I have one question for you, i'm trying to compile my own version, i followed the tutorial in the wiki, and all worked perfectly (it's a shame that i cannot compile it to 64bit, i don't have any Visual Studio license, only Express or MinGW.

    My question is, i have a smoke patch from Miikah and i would like to add this to my build, how can i add this patch?

    The wiki says that i should have installed "patch" as if it were a program, where can i find this program?

    Thanks.
    Whimsy Collective
    @LoopDuplicate my os doesn't dance well with the optimized one. But this one works. I'm giving it a spin on a 2.5 project I'm working on. Yeah, I'm win 7 64 bit.
    Juang3d
    Ok, problem solved, i applied the patch with TortoiseSVN.

    I'm compiling with MinGW, is there some parameter that i can use to optimize this for SSE 4.1 or something more?

    Cheers.
    *comment from the builder
    loopduplicate
    @Tungster
    Maybe try this version? r30558.

    @Whimsy Collective
    Have you installed the MS C++ SP1 redistributables?

    @Juang3d
    Here's my user-config for when i compile with MinGW which uses GCC 3.4.5:

    BF_BUILDDIR = r'..\buildOpt'
    BF_INSTALLDIR = r'..\installOpt'
    WITH_BF_FFMPEG = True
    WITH_BF_OPENAL = True
    WITH_BF_QUICKTIME = False
    WITH_BF_PLAYER = False # set this to True whenever the player has been ported properly
    WITH_BF_JACK = False
    WITH_BF_SDL = True
    WITH_BF_ICONV = True
    WITH_BF_COLLADA = False
    WITH_BF_FFTW3 = True
    WITH_BUILDINFO = True
    WITH_BF_RAYOPTIMIZATION = True
    BF_NUMJOBS = 2

    REL_CFLAGS = ['-O3','-fomit-frame-pointer','-funroll-loops','-ffast-math' ]
    REL_CCFLAGS = ['-O3','-fomit-frame-pointer','-funroll-loops','-ffast-math' ]

    CCFLAGS = ['-pipe','-march=nocona','-ftracer','-ffast-math','-msse','-msse2','-msse3','-mmmx','-funroll-loops','-fforce-addr','-fomit-frame-pointer','-funsigned-char','-fno-strict-aliasing' ]
    CXXFLAGS = ['-pipe','-march=nocona','-ftracer','-ffast-math','-msse','-msse2','-msse3','-mmmx','-funroll-loops','-fforce-addr','-fomit-frame-pointer','-funsigned-char','-fno-strict-aliasing' ]
    Juang3d
    Thanks!

    it's working, i also managed to apply the patch (i asked you for a build with that patch because at the end i was not able to patch, but i found out the problem and now i've patched it :) )

    Also is there some way to make a 32bit build optimized for nehalem (Corei7 and Xeon55XX) and with SSE4.2 ?

    I tried modifying the CFLAGS but with no success.

    Thanks again and cheers!
    Whimsy Collective
    @loopduplicate Yet to install, I'm researching stuff here and documenting. By the way, nice to see your user-config.py. Is BF_NUMJOBS fixed or dynamic. I read here, as if it's fixed number.

    Ref: If you have a multicore machine, set BF_NUMJOBS to the number of cores + 1. ..>.
    Whimsy Collective
    Clang & LLVM

    http://blenderartists.org/forum/showpost.php?p=1666879&postcount=31
    iKlsR
    @loopduplicate...
    i would like the new luxblend script to be integrated...
    ALOT of people are wanting this feature as it is available and is being deveeloped @ the moment but id fully functional.
    From what i have researched on it, it is fairly simple to configure but people like me lack the compiling skills u possess so that is one thing i would like to see in another 2.5 build. It only uses a few kb @ most and i assure u is heavy in demand @ the moment...

    *cheers
    u can check here to verify my statements
    http://www.luxrender.net/forum/

    ~thanks in advance if it is possible..
    ~iKlsR
    *comment from the builder
    loopduplicate
    @Juang3d
    GCC 3.4.5 doesn't support architectures past prescott or SSE past SSE3. And from what Zebulon says, the new GCC does support the new CPUs and SSE4 but Blender won't build with it. Sorry mate. Wish I could help. Glad to hear that you have your build environment working though. Now you don't have to wait anymore :)

    @Whimsy Collective
    BJ_NUMJOBS = 2
    I'm not sure why some instructions say that you need to put in the number of cores plus one. I have a core 2 processor so I use BF_NUMJOBS = 2 and it builds with both cores. Sometimes, if I need to do other tasks while Blender is building (like watch the new Daily Show or Colbert Report,) I change this to BF_NUMJOBS = 1 so it only builds with one core.

    As far as the Clang and LLVM compiler, I haven't tried that. If you have any luck, will you let me know?

    @iKlsR
    Cool. I'll check it out soon, possibly later today.

    Henry
    What are all of the messages on the console when the application is quit? c++/anonymous len XX:???

    I have never seen this before.
    Nautilus
    Great work, I'm super impressed, especially about the Maya preset now available.

    One question, when I choose this preset then go to 'save as default' it doesn't seem to remember that I've pressed that button when I start a new scene and just starts with the default key config instead. Just wondering if anyone else has had this issue?
    Whimsy Collective
    @loopduplicate LOL #BJ_NUMJOBS = 2 topic. Colbert Report - YES!


    Reference to my before comment on another page.
    Jesterking's name convention is neat. But I would add a suffix or your initials are the end

    1175_blender-2.5-r30109-win64-jesterking
    [number] [name] [version] [svn] [os] [builder name]
    Whimsy Collective
    @loopduplicate

    Topic: Clang & LLVM, I'm not yet setup at the moment, I have new system. I'm bit tepid of updating the drivers as I haven't backed up the recovery partition before moving into the hackintosh state of mind frame.

    I'm might do Linux Lived and compile from there. Although, virtual boxing it as come my thinking, performance in question.
    Whimsy Collective
    @loopduplicate I think it only makes sense for me to get this

    http://gog.is/Microsoft/Visual/C++/2010/Redistributable/windows/7/64/bit
    Whimsy Collective
    @loopduplicate Oops.... I downloaded both 2008 sp1 x86 and x64 and 2010 just in case.
    Juang3d
    Yes, having a build envoronment is great, so i can customize blender to my needs, it's really great and simple, just i wish the blender team makes possible to compile in 64bit with sse4.2 without the need of buying Visual Studio :S

    Whimsy Collective: Yes please inform us about that compiler, it's only for mac?

    Cheers and thanks.
    Whimsy Collective
    @Juang3d I might withdraw my pursuit from Clang & LLVM for now. I'm little overwhelmed with creative consulting today. I will vet that matter soon after everything is calm on my end. As far I can read it's works for all platforms.

    Reference with particular focus for Windows:

    Using Visual Studio
    http://clang.llvm.org/get_started.html

    For MinGW
    http://llvm.org/docs/GettingStarted.html

    Getting Started with the LLVM System using Microsoft Visual Studio
    http://llvm.org/docs/GettingStartedVS.html

    My tip, when all else fails hit up Stackoverflow for questions.
    LLVM MinGW installation on Vista? (useful even though some of us aren't on vista I hope so.
    http://stackoverflow.com/questions/1816469/llvm-mingw-installation-on-vista

    How to build LLVM using GCC 4 on Windows?
    http://stackoverflow.com/questions/2129263/how-to-build-llvm-using-gcc-4-on-windows
    iKlsR
    @loopduplicate... thanks... just post a comment if u have any updates on it and thanks alot for ur time... :)
    Jack RED
    Thx for the build :)

    Where'd the Indirect lighting and the Add to Toolshelf functions go!!
    *comment from the builder
    loopduplicate
    @Henry
    Not sure what all those messages are for. They happen to me too.

    @Jack RED
    The add to toolshelf looks to be gone for now! Boo!

    The indirect lighting is hidden now unless you enable the approximate gather method under the Environmental Lighting panel.
    Brian Hanson
    What happened to Indirect Lighting?
    *comment from the builder
    loopduplicate
    @Brian
    The indirect lighting is hidden now unless you enable the approximate gather method under the Environmental Lighting panel.
    BUILDS
    Stupid question may be. What difference does this build have against the TRUNK builds? What is LAA? LWFW3? Can I use this builds for the whole thing?
    aghus
    It seems that your builds have a wrong folder structure.
    The folder .blender doesn't exists anymore, now is called "2.53". You can see the other builds to inspect this new folder structure.
    Also with new folder structure you don't get some weird messages in the console when you run blender.

    Sorrey if my english is bad.
    alcalox
    Mister Builds: the main difference is missing some tools for rigging. These builds don't support all the set of constraints as the TRUNK version does.
    Animaticoide
    i guess there is a serious issue with the path handling on these builds. Lots of errors in console ( No in others builds same revision ). I can't export UV ! It says saved but who knows where. Not at least in the path that it says :(
    *comment from the builder
    loopduplicate
    @BUILDS
    This build is a trunk build. The trunk is the main version of Blender whereas other builds that are made by using source code from a "branch" are experimental and have different features. At least that's one way to look at it.

    LAA means Large Address Aware. It allows 32bit Windows operating systems to use more than 2GB of ram for Blender. Do a quick search on the web for an explanation of Large Address Aware to learn how to set up Windows to take advantage of this.

    FFTW3 stands for fast fourier transform. It is a kind of math that analyzes a signal and can break up that signal into individual frequencies. Long story short, it is crazy math that gives you more options in the smoke panel. According to user "alcalox" above, it is also used in other areas of Blender, like rigging constraints.

    @aghus
    @Animaticoide

    The issues with paths are because of changes the developers are making. Hopefully with the build I posted today, r30813, those path issues are solved.
    tenner
    This is incredibly slow for me, I do not understand? I cannot even rotate the camera
    *comment from the builder
    loopduplicate
    @tenner
    maybe try changing the draw mode in the user preferences? Are you by any chance running this on a computer with an on board Intel graphics chip?
    luis villa
    @loop:
    hey mate when im trying to render smoke on the console (black box)
    appears; "could not allocate 3D texture for 3D view smoke drwaing"
    so i cant see the smoke on 3D view.
    thx
    *comment from the builder
    loopduplicate
    @luis villa
    Wish I could help you. I haven't had much time for the new smoke sim. I gave it a spin about a month ago but didn't really dig deeply into it. You might try asking on blenderartists.org to see if anyone has had the same problem and has found a solution?
    Tungster
    Hiya's Loopduplicate,
    Just curious, I am not able to run your builds anymore, has something changed from your earlier versions (which ran w/ no problems too)?
    I am able to run Cog's builds = Trunk Blender 2.53 BETA r30990 WIN32 , with no problems.
    32 bit Vista
    Q6600 quad core chip
    GeForce 9600 GSO

    Thanks in advance,
    Peace bro
    Tungster
    Whimsy Collective
    I wish there's a way to be notified that a comment was posted here.

    MiiKah's build has the 2nd Smoke patch build here
    http://www.miikahweb.com/en/blenderbuilds

    Here's the reference:

    http://www.miikahweb.com/en/blog/2010/07/06/new-blender-smoke-patch

    P.S. I'll try to check the comments from time to time. Sure, wished the comment notification were enabled.
    *comment from the builder
    loopduplicate
    @Tungster

    I have no idea?!?! Perhaps he builds with a different version of MSVC? I use 2008 so you have to have the MSVC++ 2008 SP1 redistributable. I know that's a long shot as you probably already have that installed.

    Or perhaps cog is using GCC to compile in which case you don't need any MS files?

    @Whimsy Collective
    Well, I suppose that I'll just let miikahweb post the builds with this patch. I like to build the main trunk everyday and that already takes a lot of time. It looks interesting though so next time I need smoke, I might try it out. Thanks for the heads up! :)
    joeybuddy96
    So why are you building based on the 2.5 trunk rather than the 2.53 beta? It seems like we'd have to choose between feature sets.
    joeybuddy96
    Okay, nvm my previous post, I didn't realize you had already built it on 2.53.
    I don't get it. All I see in the F-curve window is "show cursor," and it just shows the location of the cursor. I'm talking about the F-curve thing, and I'm trying to adjust curves on it so it is louder at the start and quieter at the end. I can see the stuff on the strip like volume, etc. when it is selected, but there pretty much is nothing in the F-curve properties. Shift + i does nothing even when the strip is selected.

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