End of the Year Goodies

Hi All

Wave sphere rendered in Blender Internal

I wish you all a wonderful new 2012 year!!!! and as a goodies for this dying year I would like to announce few improvements and new features I’ve been working on:

Improved Swirl brush

Wave brush

Procedural Noise to modify main LiveClay tools behavior

4 responses to “End of the Year Goodies”

  1. Great work Raul!

    I think you are really onto something with the swirl brush…You’re starting to make it look like it’s virtual clay that you working with.

    I’m not sure how many cases someone would need to swirl, but if the some of the same principles could be implemented into customizable smudge or roll brushes that would be great.

    Also, the wave brush could be really cool…I was kind of hoping that as you move it, you would see something like the wake, left by a boat when it moves through the water.

    Great stuff though overall.

    You’re doing a great job!

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  2. These all look like really amazing tools. I know i will definitely be using the new Procedural Noise a lot now as it has so many uses for sculpting. It seems there is modes in a drop list also which is good idea because that way you can always add new modes at a later time.

    On suggestion which i think would be useful is a way to scale the X, Y and Z etc so you could then for example size on a single axis and make a normal noise turn into a wood grain style noise.

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  3. Nice progress!

    May I suggest another name for your “Wave” brush? To me, it looks like a ‘ripple’ brush!

    Happy New Year.

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  4. Here’s an idea i just got, dunno how useful it might be nor how hard to implement it is though:

    A wave reconstruction/extrapolation tool.

    Would work kinda like this: in the first moment you click (the beginning of the stroke) it would analyze the geometry the brush is touching and identify all the waves that form the shape (it would figure out how far a point source of wave, in what direction and what frequency and phase, and perhaps also the falloff curve and rate, for the N most important ones that would be necessary to produce an “interference pattern” that matches the best what the surface under the brush is like; patterns that seem to have parallel straight waves, or just straight waves in general, would involve point sources at infinity, the tighter the arc the closer the source is, and the straighter it is the further the source is; waves that aren’t straight nor circular can only be created by more than one point source ) and as you drag the tool it extrapolates the waves along the stroke taking in consideration the guessed properties of the point sources and the topology along the stroke; and if there are multiple paths, like for example with toroidal topology, waves can interfere with themselves, but only if you backtrack the stroke, without releasing the click, and stroke thru the other patch till you’re stroking over parts you already reached by from the other direction (you’re not simulation the waves across the whole surface in all directions infinitely, it just extrapolates based on the already stroked parts). If you wanna get even more advanced you could implement things like producing refraction based on the curvature and topology of the geometry being stroked over, reflection on sharp corners (kinda like the self-interference with multiple paths, though instead of going ’round another path you touch the sharp edge) etc.

    For more advanced usage, it would be nice to have an option of performing multiple strokes as if it was just one, with this option enabled if you release the mouse button and then stroke over parts you already stroked instead of recalculating the point sources it uses the ones already calculated (with a button to clear the calculation manually, and automaticly clearing it if you disable the option and enable it again)

    I dunno if there is an algorithm for getting the parameters of the point sources straight from the deformation/”heightmap” of the surface or if you would need to do somthing like neuralnets some other evolutionary algorithm, trying several random values at first and gradually approaching the solution.

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