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	<title>mike&#039;s digital anthology &#187; x64</title>
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	<link>http://blog.mikepan.com</link>
	<description>making visuals with technology</description>
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		<title>Tip: How to sculpt with 4 million polygons on a laptop</title>
		<link>http://blog.mikepan.com/tip-how-to-sculpt-with-4-million-polygons-on-a-laptop/</link>
		<comments>http://blog.mikepan.com/tip-how-to-sculpt-with-4-million-polygons-on-a-laptop/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 06:21:20 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[technical]]></category>
		<category><![CDATA[tip]]></category>
		<category><![CDATA[x64]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=361</guid>
		<description><![CDATA[With these tips, you should able to drastically increase your polygon-count limitation while sculpting. 1. Get Blender 2.5 Alpha, also go for the 64bit version if you have 3GB or more of RAM.  2.5 is simply a lot faster and refined than Blender 2.49.  The tools and interface is also much cleaner and more intuitive. [...]]]></description>
			<content:encoded><![CDATA[<p>With these tips, you should able to drastically increase your polygon-count limitation while sculpting.</p>
<p>1. Get Blender 2.5 <a href="http://www.blender.org/development/release-logs/blender-250/">Alpha</a>, also go for the 64bit version if you have 3GB or more of RAM.  2.5 is simply a lot faster and refined than Blender 2.49.  The tools and interface is also much cleaner and more intuitive.  Also, a lot of work has gone into optimizing the sculpting feature in Blender 2.5.</p>
<p>2. Start with a base mesh, then apply the <a href="http://www.blendercookie.com/2010/01/26/tip-high-poly-sculpting/">multires modifier</a>.  Do not use a default cube and rely on the multires modifier to do *all* the sub-division.  It&#8217;s always better to start with a base mesh with a few thousand polygons, and use multires with a sub-division level of 2-5.</p>
<p>3. Turn off &#8220;Double Sided&#8221; in the Object Data panel.  This will significantly speed up the redraw.</p>
<p>4. Delete UV texture data and Vertex Color data *might* help speed things up, but I don&#8217;t really know for sure.</p>
<p><span style="text-decoration: line-through;">5. Turn on VBO in the Preference menu.  This will further speed up drawing speed.  (Thanks Gustav!)</span> Okay apparently it doesn&#8217;t according to another commenter, since sculpt mode already uses VBO by default.<span style="text-decoration: line-through;"><br />
</span></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.mikepan.com/tip-how-to-sculpt-with-4-million-polygons-on-a-laptop/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Build Blender 2.5, a visual guide</title>
		<link>http://blog.mikepan.com/build-blender-2-5-a-visual-guide/</link>
		<comments>http://blog.mikepan.com/build-blender-2-5-a-visual-guide/#comments</comments>
		<pubDate>Fri, 27 Nov 2009 23:03:50 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[how-to]]></category>
		<category><![CDATA[technical]]></category>
		<category><![CDATA[x64]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=179</guid>
		<description><![CDATA[Today I will present a simple graphical guide to build Blender 2.5 on a Windows computer.  A lot of the instructions just need to be done one time, once you have a building environment setup, updating the build is a *really* simple process.  But if you just want a cutting-edge daily release, you can find [...]]]></description>
			<content:encoded><![CDATA[<p>Today I will present a simple graphical guide to build Blender 2.5 on a Windows computer.  A lot of the instructions just need to be done one time, once you have a building environment setup, updating the build is a *really* simple process.  But if you just want a cutting-edge daily release, you can find those pre-compiled for you on <a href="http://www.graphicall.org/">Graphicall.org</a></p>
<p>Firstly, you will need a few piece of software: We are going to use <strong>Microsoft Visual Studio 2008</strong> and <strong>Cmake </strong>to help us build Blender, and to fetch the source code from blender.org, we&#8217;ll also need a SVN client, I will use <strong>TortoiseSVN</strong>.</p>
<p><strong>1. Get Visual Studio 2008.</strong> If you have access to a copy of Visual Studio, great!  But I heard the free <a href="http://www.microsoft.com/exPress/">Express Edition</a> works too.  I went with a custom installation and this is all the components you&#8217;ll need to build Blender.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/02.png"><img class="size-medium wp-image-182 alignnone" title="Custome Installation" src="http://blog.mikepan.com/wp-content/uploads/02-500x366.png" alt="Custome Installation" width="500" height="366" /></a></p>
<p>2.<strong> Get <a href="http://www.cmake.org/">CMake </a>and install it</strong>.  It&#8217;s free.</p>
<p>3. <strong>Install <a href="http://tortoisesvn.tigris.org/">TortoiseSVN</a></strong>, also free.</p>
<p>4. Once all the software are installed, we can begin to <strong>acquire the Blender source codes</strong>!  First, navigate to an empty directory and right click to do a SVN Checkout.  Use the following URL:</p>
<pre style="font: normal normal normal 12px/18px Consolas, Monaco, 'Courier New', Courier, monospace;">https://svn.blender.org/svnroot/bf-blender/trunk/blender</pre>
<p>Put the source under C:\Blender\blender. Next, let&#8217;s also acquire the libraries needed to build Blender.  Do another check out with the following URL:</p>
<pre>https://svn.blender.org/svnroot/bf-blender/trunk/lib/windows</pre>
<p>Make sure you put the files under a directory like C:\Blender\lib\Windows.  If you want to make 64bit builds, also check out the 64bit libs:</p>
<pre> https://svn.blender.org/svnroot/bf-blender/trunk/lib/win64</pre>
<p>Put that under C:\Blender\lib\Win64</p>
<div id="attachment_185" class="wp-caption alignnone" style="width: 510px"><a href="http://blog.mikepan.com/wp-content/uploads/04.png"><img class="size-medium wp-image-185" title="Use TortoiseSVN to check-out the Blender Windows Library" src="http://blog.mikepan.com/wp-content/uploads/04-500x285.png" alt="04" width="500" height="285" /></a><p class="wp-caption-text">Use TortoiseSVN to check-out the Blender Windows Library</p></div>
<p>Once you have done the 3 check-out, your directory structure should look like this, make sure all the folders and files are in the proper place, otherwise you will have a hard time building Blender:</p>
<div id="attachment_196" class="wp-caption alignnone" style="width: 307px"><img class="size-full wp-image-196" title="Folder structure" src="http://blog.mikepan.com/wp-content/uploads/folder.png" alt="Folder structure" width="297" height="614" /><p class="wp-caption-text">Folder structure</p></div>
<p>5. Now that you have all the source files, it&#8217;s time to start the <strong>building </strong>process!</p>
<p>We are going to use CMake to generate a &#8220;solution&#8221; file for Visual Studio.  A solution is what Visual Studio would open to build the entire Blender. It&#8217;s a collection of smaller project, each project is a collection of source files.</p>
<p>Now open CMake, and In the top text box, type in where you put the Blender source code. (C:\Blender\blender, in my case)</p>
<p>In the second text box below it, select a fresh directory where you want the output file to go. I am using C:\Blender\build</p>
<p>Now click on Configure, this will bring up another dialog box where it asks you which generator to pick.  We are going to use <strong>Visual Studio 9 2008</strong>, or<strong> Visual Studio 9 2008 Win64</strong>, if you want to build a 64bit Blender.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/cmake.png"><img class="alignnone size-medium wp-image-205" title="CMake" src="http://blog.mikepan.com/wp-content/uploads/cmake-499x352.png" alt="CMake" width="499" height="352" /></a></p>
<p>Then CMake will populate the main window with a list of options that you can disable or enable.  The default selection is good, but if you want to speed up the building process, you can deselect certain options that you are not using.</p>
<p>Certain options might also be unavailable or broken on 64bit.  For example, if you are building a 64bit release, make sure you uncheck FFMPEG, JACK, and QUICKTIME, since there is no 64bit library for these media features yet.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/cmake2.png"><img class="alignnone size-medium wp-image-206" title="CMake Options" src="http://blog.mikepan.com/wp-content/uploads/cmake2-389x500.png" alt="CMake Options" width="389" height="500" /></a></p>
<p>For first timers, I would suggest unchecking all of these boxes to build a minimalist Blender.  It will be faster, smaller, and there is less chance of running into an error at compile time.  You can come back and re-enable these settings once your first build is successful.  <strong>Once you have made your selection, click on Configure at the bottom of the screen.  Then followed by clicking on Generate. </strong> These will generate the corresponding Visual Studio solution files in the directory you specified above.  (C:\blender\build\) in our case.  Close CMake.</p>
<p>6. Navigate to C:\blender\build, you should see the solution file you just generated.  Open &#8220;Blender.sln&#8221; with Visual Studio 2008.</p>
<p><img class="alignnone size-full wp-image-211" title="Build folder" src="http://blog.mikepan.com/wp-content/uploads/folder2.png" alt="Build folder" width="500" height="653" /></p>
<p>Once Visual Studio opens the solution, make sure you <strong>change the default build target from Debug to Release</strong>.  Otherwise you will end up with a debug build of Blender that is slower, bigger, and probably not helpful unless you are debugging.</p>
<p><img class="alignnone size-full wp-image-212" title="Visual Studio 2008" src="http://blog.mikepan.com/wp-content/uploads/vs2008.png" alt="Visual Studio 2008" width="500" height="332" /></p>
<p>After that, simply select <strong>Build Solution</strong> from the build menu.  After about 10 minutes of compiling and linking, a fully functional Blender installation should be ready under C:\Blender\build\Bin\Release.</p>
]]></content:encoded>
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		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>Blender 2.5 Alpha 0 tomorrow</title>
		<link>http://blog.mikepan.com/blender-2-5-alpha-0-tomorrow/</link>
		<comments>http://blog.mikepan.com/blender-2-5-alpha-0-tomorrow/#comments</comments>
		<pubDate>Tue, 24 Nov 2009 00:46:23 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[x64]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=157</guid>
		<description><![CDATA[As you probably heard by now, Blender 2.5 Alpha 0 is scheduled to be released sometime tomorrow. Meanwhile, there are already &#8216;unofficial&#8217; builds popping up all over the place. My contribution towards this Blender 2.5 frenzy is a 64bit Windows Build of Blender 2.5 Alpha 0, made with Visual Studio 2008. Edit: Alpha 0 is [...]]]></description>
			<content:encoded><![CDATA[<p>As you probably heard by now, Blender 2.5 Alpha 0 is scheduled to be released sometime tomorrow.  Meanwhile, there are already &#8216;unofficial&#8217; builds popping up all over the place.  My contribution towards this Blender 2.5 frenzy is a <a href="http://www.graphicall.org/builds/builds/showbuild.php?action=show&amp;id=1178">64bit Windows Build of Blender 2.5 Alpha 0</a>, made with Visual Studio 2008.</p>
<p>Edit:</p>
<p><a href="http://www.blender.org/">Alpha 0 is officially out!</a> I also made a <a href="http://www.graphicall.org/builds/builds/showbuild.php?action=show&amp;id=1180">x64 optimized build for Windows</a> with the insanely fast Intel C++ Compiler.  It took me a while because as oppose to just turning on every single optimization flag, I took the time to profile the binary.</p>
<p>Profiling is another way to increase performance by optimizing the binary for &#8216;realworld use&#8217;.  See, when a compiler links all the source files, it has no idea which ones will really get used, and in what order.  So to train the compiler to be smarter about this, I first ran a instrumentation build of Blender through a couple of real world rendering tests, after a few hours of normal use, I got a performance database of how Blender actually gets used.  I then rebuilt Blender with this performance database as a guide, generating an optimized build that takes into account function call orders, data layout, etc&#8230;  Thanks to this awareness, the compiler can intelligently re-order the Bleneder binary so that all the related stuff goes together, so in a way, a profiled build of Blender can almost anticipate what you are going to do before you do it :D</p>
<p><img class="alignnone size-full wp-image-177" title="Blender 2.5 Alpha benchmark" src="http://blog.mikepan.com/wp-content/uploads/benchmark.png" alt="Blender 2.5 Alpha benchmark" width="500" height="461" /></p>
<p>Enjoy.</p>
]]></content:encoded>
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