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Zitat
Bloxel (Blender Voxel system) roadmap
October 5, 2009 — farsthary
Hi all
This is a first draft of a todo for the Bloxel project (Blender Voxel system as has being suggested in a joke by VIBrunazo , but is very cool
Note that this roadmap could and possibly will change over time according to priorities but is a rough sketch of what I will
aim at this project, quite ambitiuos! also I will need to leverage my skills in the road and make pauses
for research/learning and continue development of others projects.
Iteration 1: Keep things simple ————————
.Add a new object type: VoxelObject (VO) into Blender
.Implement VoxelObject as an array of floats
.basic drawtype for testing/experimenting
.saving/loading into blends and/or external files (VO’s could be very very big)
.Implement a new ‘Voxel Sculpt’ mode for VO´s
.basic sculpting tools
.basic sculpt drawtype
.marching cubes for meshing/sculp drawtype
(First public release)
Iteration 2: Wellcome flexibility ———————————–
.Generalize the VoxelObject type to allow any data structure as VO’s
.Generalize all the previous defined methods and the new ones that will be added
.Replicate the previous funtionality
.basic meshing/triangulation/voxelization
.basic unification with voxeldata texture and smoke simulator.
.Implement a new ‘Voxel Paint’ mode for VO’s
.basic ‘Magic Paint’ feature, directly painting/editing VO’s (smoke,temperature,ligth cache,etc painting)
(Second public release)
Iteration 3: Warming engines ————————-
.Add more production ready data structures as VO’s
.Implement possibly Octree VO,BVH VO,KDtree VO, BTree VO
.Add more draw types
.for scalar VO’s
.iso-surfaces (solids)
.volumetrics (smoke like)
.for vectors VO’s
.flow lines/flow vectors/etc.
(Third public release) Candidate for new Branch
Iteration 4: Complication things——————————-
.Further refining the whole project
.improving memory management of VO’s
.Out of core VO’s management (VO’s larger than aviable RAM)
.Implement a complete set of sculpting tools
.Implement a complete set of painting tools
.refine all basic implementation into the advanced ones
Iteration 5: Retopo tools——————————–
.Implement basic retopology tools
.Implement advanced retopo tools
In this huge task I hope to rely on the help of the restless blender devs,
and the support of the community. I think both are the most important key
to the project since there’s no way I could accomplish that alone ,
I hope also God and life give me strengh, knowledge and oportunities to carry that task.
Cheers to all Farsthary
Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von »Marcus Gräfe« (23. Januar 2010, 13:39)
Zitat
What's New
* New shading system is fully based on nodes.
* Material presets for quick setup without the node editor.
* Texture stack per parameter rather than shared.
* Surface and volume shading in a single material.
* BSDF based nodes compatible with many rendering algorithms.
Not Implemented Yet
* Volume shading nodes and surface/volume integration.
* Creating texture stacks from the material buttons.
* Only a small amount of shading nodes are there now.
* Defining presets in python.
* Displacement and bump mapping using nodes.
* Raytracing of BSDF node setups.
* Visual warning for problematic BSDF node setups (non-linear combinations).
Compatibility
Backwards compatibility is being broken intentionally to get rid of some of the poorly working or outdated features. Some of the differences in may be due to bugs or incomplete code however, but the following features have been deprecated:
* World exposure/range (use compositor).
* Backbuf image (use compositor).
* SpecTra, specular transparency (not possible to implement the same way anymore).
* Energy Ramps (not possible anymore).
* Jittered sampling for AO and Area lamps (use QMC).
* Radiosity.
* Warping and stencils in the texture stack.
* Sticky texture coordinates.
Currently broken/incomplete is:
* Area lamps are only working using a temporary workaround, lamps need to properly to lamp multisampling + shadow in the same loop.
* Raytracing still works assuming the old code, this needs to be revised.
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Marcus Gräfe« (23. Januar 2010, 13:10)
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »Nomisfilm« (4. August 2010, 09:57)
3D, Blender, compositing, Entwicklung, Render, SFX, Software, tracking, vfx