Brainstorming


You can use this page to propose your ideas about my current working projects, suggestions and feature requests like a brainstorming, with the single condition that you must explain yourself in a clear way or provide links to resources. This is not a guarantee that this will be implemented, but I do promise that I will read everyone:

This will help me to keep in mind the user requests, new approaches, and who knows  :) ?

80 comments to Brainstorming

    • calus says:

      Hello Farthary,

      Did you see this paper from Toshiya Hachisuka ?
      “Stochastic Progressive Photon Mapping”
      http://graphics.ucsd.edu/~toshiya/
      T.Hachisuka share the source code of this implemented in glsl.
      Very interesting posts of him, here:
      http://ompf.org/forum/viewtopic.php?f=10&p=16231
      In this discussion you can see that fpsunflower(Sunflow’s father) already adapt it to OSX. So what do you think ? Is it possible to embed this in Blender openGl renderer ? isn’t it the way to go if we want to have OpenCL based global illumination one day in Blender ?

      Anyway, good luck with all your projects.

  1. kram1032 says:

    I just got a crazy idea for kind of a special effect…
    Never seen exactly this somewhere, however a 2D-equivalent…
    This certainly is low priority :)

    What I’m talking about is morphing.
    Though, not mesh morphing but full 3D voxel morphing.

    I experimented a bit with 2D-morphing, trying to morph for instance a human into a fox and vice versa…
    And got an idea for kind of a story by this: The untracked backgrounds on the two photos kinda twisted and wobbled… as if they where boiling or something, which is clear. But so did zones, which where hidden on either photo. For instance, where you’d place some trackingpoints for the chin of the human, this is kinda hidden by the fox’ mouth.
    I liked that boiling effect for the surroundings but I’d like to have “good” morphing for the faces.
    My idea was, that they might switch between two worlds, in one being animals and in the other one being human. As always. Right now, there is no actual story-idea behind that, so ’till I get an actual thing to do, it’ll probably take time anyway. But my idea is, to kinda track similar points on two (or more) characters, turning into each other, the whole scene gets voxelified and during the render it looks just like the two characters being turned into each other smoothly (no matter how different the mesh might be) while all the surroundings distort seemingly random. ^^

    Ok, enough of this :)
    Keep working on voxel sculpting and all the other amazing stuff. Great work! :D

  2. wayne says:

    i think to be honest, and this sounds boring…

    there are so many pending projects for blender that i don’t want to suggest new features.

    i’d LOVE to see all the pending / wip features get finished.

    all the summer of code stuff, bmesh, global illumination etc etc
    the list goes on :)

  3. Dread Knight says:

    kram1032′s idea sounds really cool… 3d objects morphing by using voxels to create the transition effect (+1)

  4. wayne says:

    but seeing as you asked

    a fracturing solution would be nice… tied in with bullet physics

    http://forums.odforce.net/index.php?/topic/9119-voronoi-dynamic-location-based-fracture-wip/

  5. BigWings says:

    I’m still really interested in GI in blender.
    I cam across this great tool to bake lightmaps. Something like this would be great to have in blender.

    http://www.purelighttech.com/

  6. Adam Weber says:

    How about a request for the full feature set of 3dcoat? :p

  7. alalo says:

    Looking good! Ideas? Lets see:

    1. Conversion voxel->poly->voxel with customizable accuracy (maybe I am talking dumbness);
    2. Voxel probably will not support all of the current modifiers, but some shaping related ones would come in very handy. For example, basic distortions and, maybe, layer-able displacement map.
    3. Joining voxel objects (so you could sculpt parts in separated layers and repeat details on a main voxel object). Maybe it is too complex to be priority at this point. Artists would easily do that anyway using the item 1 of my list. I can say the same about item 2. ;]
    4. Increase level of detail of the region being tweaked based on: zoom, brush, and maybe an adjustable limiter slider in the tool panel.

    So.. Conversion and dynamic resolution are my main cents.

    Thank you, man!

  8. bunny says:

    +1 for 3D texture-based fracturing! Could be dynamically integrated with Bullet after the closer integration of Bullet for Durian. In fact, I bet this is something they’d love to use _in_ Durian!

  9. vilda novak says:

    regarding fractures – those can allready be done with fractureme in similar manner as shown.

    Morphing of non-same objects can be done quite easily with shrinkwrap(even with good control)

    regarding voxelscupting ideas –
    it’s quite sure the voxel structure should be adaptive, store ‘smallest’ voxels only on the surface – something like octree.inner and outer voxels can then greatly save memory.

    good mirroring options could save 1/2 half of performance?

    ideasman_42 once made a very good script for sculpting mesh which added dynamically topology. maybe some similar system could be used instead of voxels – voxels are not the only way to represent volume, mesh represents volume too.

  10. xat says:

    hello,

    I just post to send a link to the Ron Fedkiw home page:
    http://physbam.stanford.edu/~fedkiw/

    It contains a lot of papers concerning physical simulation and level set. He also published a book on level set which I think can be useful to you concerning some voxelsurface conversions.

    I hope it helped a bit.

    good luck and thank you

  11. nrk says:

    So here is quick thought. Jahka has stated he wants to rename particle mode because it does so much more now, why not include voxels with the same tool set. Use brush grab etc with the same user interface for ease of user training and continuity amongst tools, just make the mode smart enough that if you have a voxel object selected it edits them instead of particles… they are quite similar are they not?

  12. Joel says:

    Global illumination for Blender isnt really needed i think. seeing as Luxrender is getting good interation into Blender.. why re-invent the wheel and spend time on a somewhat duplicate feature?

    I think Fracturing of objects is really interesting, things like the link posted above:
    http://forums.odforce.net/index.php?/topic/9119-voronoi-dynamic-location-based-fracture-wip/
    and for a good paper:
    http://www.cs.berkeley.edu/b-cam/Papers/obrien-2000-AF/

    Voxel sculpting is really great, but i would think it’ll be better to wait with it a few months. untill blender 2.5x development is more stable (and things not changing all the time)

    Fracturing is also needed for Durian, so it would be nice to have that in development.

  13. Joel says:

    a cool Fracturing script for Blender is available here:
    http://plant.ffa.vutbr.cz/~novak/dwnflz/crackme/
    http://blenderartists.org/forum/showthread.php?t=145074

    but the script is for 2.4x and it’s lacking some features needed to be really usefull. right now it’s very diffuclt to work with.
    perhaps it would be nice to port this script to 2.5 and make it really useable.
    also it would be nice if it wouldnt use the gameengine, but be in the normal 3d viewport.

    This project would be perfect for Durian, and would also fit nicely with the Smoke(and soon fire) development! :D

  14. ibkanat says:

    I was surfing the web when I came on this. http://vimeo.com/groups/ice/videos/4697942
    I know that your internet is limted and this a HD video site. So I will try and explain as best I can understand what it is.

    It demostrates XSI Ice nodes for creating Tubing waves. It looked like they used vectors in a voxol grid to create a morphing mesh. I know isnt exactly sculpting. But was wondering if some of the particle effectors could influence the voxol grid and create vectors that could then become new animated meshes(using shape keys?) But maybe this is already possible using fluid control particle objects. But the possiblity of recording a morp over a number of frames would be nice. (I have done this with the existing sculpt + shape keys)

    Anyhow just some ideas thanks for all the work

  15. Dennis F. says:

    +1 for “textur based demolition with bullet physics”
    +1 for “morph”

    My ideas:
    - Particle Morph (like thinking particles in c4d)
    - Particle-Objects-RealBulletPhysics:
    So if you have a particle system and use iE cubes to make particles visible, so this cubes should have a FULL collision-detection.
    This would be amazing stuff for VFX!
    You could make a sand-clock, growing snow hills, very good explode effects. (perhaps in combination with texture-collision.
    So- this Particle-Objects-RealBulletPhysics should be a new feature of blenders particlesystem, the expolde-modifier needs a 3D-function (very long awaited feature!!!) and in the modifier we need the checkbox “texture” for explosion-control.
    Yes, that is what i would like.
    And then, if every thing has exploded- each broken part can morph to anything … lol i could think deeper and deeper.
    Time to sleep!

    Great idea- brainstorminsite!

    Have a good time!
    Greets,
    Dennis F.

  16. ibkanat says:

    Hey Dennis,
    I was trying this out in Blender the other day. Its already there and it might be better to post this to Jahka. on http://jahkaparticles.blogspot.com/ he is the one doing the particle development. So here is a super fast tut on how to.
    Particle real physics
    1st create your object. I used suzanne
    1 Chose emitter and emit from grid set the rez. choose what object to emit I choose a cube. then resize the object emittance to be the right size(non overlaping)
    2 Now make a particle instance of the 1st particle system. You need to set up the ridge body for the cube before making it real
    3. Now apply and make the instanced objects.. Select all the objects and y or p to separate them from each other. And center new. They should now be ready to simulate

  17. Dennis F. says:

    Hi Ibkanat!

    Thank you for your reply.

    I know that method, and tryed this a few times.
    I also used a group of different ownformed objects to simulate demolition.
    And i found a way, to use textures to control the demolition (there is a way to use a particlesystem controled by the density of bw-values of textures).
    It works- but not in a way we like it.
    Its just looking like improvisating- not like improving.

    The particle thing can be realized with the “make particle objects real”.
    But all this things have a problem: The Movement can not be controled.
    What we need for HQ-VFX are particlesystem, with real collision detection. So you can make ie many many small balls that follow an empty (swarm-system) and collidate REAL with other objects.
    Actual blender does not support real rotation-collision-detection for particle objects.
    And it does not support absolut-collision you would need to make sandhills or snowhills…

    The abolut dream for real good vfx:

    You take an object: A cube.
    The Cube has a defined “break-texture”- choosen in the demolition-modifier.
    The checkbox “demolitionparts in 3D” is enabled ;) with a random-value for different sizes of the broken parts.
    The Demoltion-modifier is controled by a particlesystem (this is the normal way in blender).
    The cube falls down with physics.
    On the floor it breaks to different parts, controles by a texture.
    This parts are 3D and rolling over the ground.
    Now, this particles become to small insects and fly away in a swarm.

    Try to realize that!

    Greets,
    Dennis F.

  18. joorva says:

    all you have done, farsthary, is a brilliant job, i can’t wait to see it all working (volumetrics, GI etc.) in official relese. now – my idea:

    i’ve always found blender lacking a good matchmover. Of course there are some alternatives like old versions of ICARUS or VooDoo Camera Tracker, but ICARUS has wide spread of limitations, and VooDoo in most cases is insufficient. So i’am dreaming silently about good matchmover inside blender, with all this shiny featuers like movie and image calibration, maybe even with footage-based scene recontruction.

    (sorry for language mistakes, if any – i’am not good at english)

    Cheers
    joorva

  19. wo262 says:

    there are some interesting proyects from 2005-2007 such as DSM (deep shadow map) or Lightcuts (lights simplification and a nice GI) that i think are important but those proyects have been cancelled or paused.

  20. David says:

    I have a request for some feature tweaking in the volume renderer. The scattering feature is fighting the density scale feature. If I try to make the object denser (harder to see through) the light will not scatter as far. If I decrease the scattering value then the object becomes more transparent. I was wondering if you could make it so that the scattering value determines how far light travels through the volume and density scale determines how far you can see into the volume, without affecting each other. Although this may not be physically correct it could be helpful when trying to make objects that are extremely dense but light scatters vary far into.

    Feature request: How about an option to use both volume and solid materials at the same time? That way the object has a noticeable solid surface and an internal volume at the same time. I have tried this effect and gotten nice looking results:http://img59.imageshack.us/img59/4647/volumeshell.png

    I can’t wait to see your GI solution implemented! congratulations on the external shadows being implemented!

  21. mcreamsurfer says:

    I just saw ibkanats post here about the tubing waves and thought – yeah, that would be an awesome feature to have.
    Matt Ebbs Ocean Simulator is quite interesting too and combined with the possibilty of creating wave breaking and shore effects would be really cool. I’d just love this feature. Thanks for your effort and hearing. There are many, many feature request concerning blender all over blender related sites and I think it’s important to have an appropriate place to post them. So, good idea to make a brainstorming place (especially since blenderstorm seems to be offline).

  22. mikefazz says:

    So I am apprehensive to even ask but would it ever be possible to have volumetric data show in edit mode? I work with medical imaging data and this would be very useful. I imagine this would require a ridiculous amount of computation to show this in real time but the usefulness is huge.

    I would use this to be able to select out specific anatomy from scan data. Presently I use two different programs to output stls then load the results into blender to select parts of joint surfaces. If I could see the volume data in blender in real time the process would be simpler and more accurate.

    I loaded up a dicom set with the recent build. Thanks putting that together I admire the dedication to the blender project.

  23. Emiliano Bonaccorso says:

    Ciao Farsthary,
    thanks for all you did for Blender! Your contribution is incredible and your current project seems to be spectacular!
    Anyway, If I could ask you a feature, I would ask a “solidify modifier”.
    I think that cloth simulation would be finally complete with this.
    I hope you will code for Blender for the most time!

  24. David says:

    Have you seen the latest real-time voxel rendering?
    http://www.tomshardware.com/reviews/voxel-ray-casting,2423.html

    demonstration at Siggraph 2008, (with a link to the presentation about the technology.)

    My favorite:

    more information:
    http://artis.imag.fr/Publications/2009/CNLE09/

    This is probably out of the scope of this project, but I thought you might be interested. Enjoy! :)

  25. David says:

    Have you seen the latest real-time voxel rendering?
    http://www.tomshardware.com/reviews/voxel-ray-casting,2423.html

    demonstration at Siggraph 2008, with a link to the presentation about the technology.

    My favorite:

    more information:
    http://artis.imag.fr/Publications/2009/CNLE09/

    This is probably out of the scope of this project, but I thought you might be interested. Enjoy! :)

  26. Willem says:

    For better detail in the fluid sim, would integrating some of the smoke math in the fluid sim be possible?
    More specific, Nils’ video on turbulence has a small render of water, and the detail is much better than anything i’ve yet to see from the Blender fluid sim. Overall fluid sim in Blender is too clumpy for anything bigger than a glass of water imo
    Here’s the link to Nils’ video (water sim is at the end) :
    http://graphics.ethz.ch/Downloads/Publications/PaperVideos/2009/Pfa09%20-%20SIGGRAPHASIA2009%20-%20Synthetic%20Turbulence.mov

  27. Willem says:

    Ibkanat,

    Those Tessendorf waves don’t seem to complicated :
    http://tessendorf.org/reports.html

    There’s a mathematically stripped-down version he wrote for Game Programming Gems 4 on that page, too :
    http://tessendorf.org/papers_files/Interactive_Water_Surfaces.pdf

  28. Willem says:

    I second those tube waves by the way. They look fantastic. Hopefully we will be able to do something like it in Blender someday.

  29. NRK says:

    I had an idea. I came across this while surfing the web:

    https://launchpad.net/scandraid

    This guy has launched an open source 3d scanner software and if you look on his blueprint page he plans a plugin for Blender. I have worked on a bunch of projects and the ability to sculpt would be really enhanced by the ability to scan in 3d objects into blender. I noticed another web site where a guy used a ruler and a light and the software created the 3d object from webcam video. Yet another software takes three or more pictures and creates the 3d object from those. After a bunch of looking I realized that the above solutions are mainly software. You could theoretically take three photos of an object from different angles and if you could use point cloud analysis or make a special modifier to an existing object based on the positioning of a photo with respect it to reconstruct the object. Obviously there is a sliding scale, the more effort you put in the setup (i.e. with lasers and turntables) the easier the software is to write. Anyway just a thought.

  30. Vic says:

    Hello Raul?
    How is it going my friend? I hope you got a nice new year party and I wanna wish you a happy new coding year!
    Soon I will be able to suport you, as I have been desired to do. (I will soon got a second job).
    I would like to tell you Thanks! for all the beauty you have done for blender, my favorite app ever!
    Brother, I would like, to share with you some ideas:
    Blender have been always laking simple things that make it be behind the line. Some things that could be easily done for you, after all the madness you have added to it.
    I believe that this simple thing will improve greatly blender acceptation between cg artists:

    Lighting
    1- biased global illumination
    2- ies light description files as input to define a light
    3- custom attenuation curve for lights(and always show the behavior of lights as a curve too)
    4- several modes for shadows and lights(mix, add, substract…etc )
    5- a window type for lights chart, where you can easily change the parameters of all lights
    6- suport for the the best engines available as pov is suported now, from the interface!
    7- More types of lights, different forms cilindrical , sphere, etc and buffer shadows for all of them (actually it would be nice to have the option to have diferent types of shadows scattered from all type of lights) for example use an area kind of shadow casted from an spot light(using an area light, only shadow but without be necessary to create it)

    ……………………………………………….

    8- parametric objects
    9- transformable groups(groups behavior in the same way they do in most apps, ink scape for instance, becoming one object, so you can apply a modifier to all of them)

    ok I got to go to work right now!
    i will continue when i come back, see ya and thank you my dear friend.
    might God bless you!!

  31. N.A. says:

    I think it would be pretty cool to have a sort of background-baking for Blender.

    All the time you set up materials or model something simple, the CPU has (nearly) nothing to do.

    So what about a optional “Background-Baking”?

    I Think of just activating a Checkbox (Bake in Background) near to the Baking-Buttons, and Blender just starts it when the CPU and RAM-usage is low, and ends it, when you need more Power…

    I don´t know how complex this would be, but it could really speed up the Blender-Workflow!

  32. Vic says:

    10 – Library management window type, where you can load, store and edit your libraries. Libraries can include materials, lights, models, textures, anything. you can grab things from your scene to the library and viceversa. (can be called props)
    11- property nodes where you can connect different properties of an object with all data in your scenes. When doing so, you can enter relational functions… filters etc
    12-everything is a node!
    13 animatable mesh
    14 all objects are able to be used in the NLA (as bones are)
    15- layer management window type, where you can define layer properties, add, delete, turn on/off viewable, renderable…etc. each render layer can be rendered with different settings and engines….
    16- oyente de python, python recording, visual python API for interface programing.
    17- all official scripts integrated through the interface.
    18- “emiters” can be emited from an object enabled emiter!( for explosions )
    20- particle fluids acting like smoke.(instead of liquid)
    21- Select modifier, this one can select part of the mesh and pass the info to the next modifier as a vertex group. the selection can be done by another object,, by a force, texture etc (proportional selection available)
    22 push/pull modifier, moves the mesh.
    ……well this is enough for today. I hope this will give you some ideas.
    have a good one brother and may the Lord bless you my dear friend!

  33. DreadKnight says:

    I totally want “10 – Library management” because blender as a game engine kinda sucks for projects with a considerable amount of assets/props; I’m not a coder but I was considering designing such a feature (UI mockups and specifics) and to get a coder to work on it, even try to raise some funds to support development.

    Unity3d scans directories and adds all the assets automatically to the library.

    Me and my mates and FreezingMoon.org are working on 2 blender games, open source, and unlike Yo-Frankie, we have each asset in a separate blend file inside properly structured directories with proper names and such, while Yo-Frakie had ‘mini-libraries’ stacking a lot of props in the same blend file one on top of the other on different layers, which gives the advantage of being able to take a quick peek at the props in there, but has more drawbacks when considering a collaboration project.

  34. Nathan says:

    One idea for voxels is to make them perspective-based and connected to a camera and/or projector. You could use images with depth info and convert them into 3D objects that way. Then you could edit them in 3D, transform and morph between “deep” images, and all sorts of things. This would add to the flexibility of what can be achieved, especially in combination with the compositing nodes. More ideas could be built on it.

  35. nrk says:

    Can we use the new particle dynamics to cover a scene with snow? We could then use volumetrics to create the snow with a point density textures.

  36. nrk says:

    It would be nice to be able to sculpt static particles for cloud and object creation for use with volumetrics, I have been working clouds and trees for some time and particles are difficult to manipulate properly to get the shapes you want for static volumes.

    http://blenderartists.org/forum/showthread.php?t=177457

    http://blenderartists.org/forum/showthread.php?t=166174

    major fan by the way… God Bless.

  37. xat says:

    Hello,

    Some interesting link regarding SPH::
    http://www2.cs.kuleuven.be/~graphics/index.php/publications

    And for an SPH architecture permitting simulating everything:
    http://www2.cs.kuleuven.be/~graphics/publications/LenaertsPhD/

    PDF is 10Mo really interesting read.

    Good continuation with your work

  38. Mike says:

    I found a projectively geometrical key to unify field theory in particle physics. Explains everything in the cosmos, generally, yet more math is necessary to make it specific.
    Buckminster fuller used a HSM Coxeter’s projectively geometrical base to deduce dome math.
    What I want to do is make a simulator in Blender that explains what I call boson formatting. Heavenly bodies create bosons, and consume particles smaller and larger than them such as massive tachyon clusters as well as electron neutrinos, .00012x e mass.
    Basically , a box, that contains particles. Every particle lost in one direction comes back into the box from the opposite direction while the camera is fixed on any one of a particular particle group such as quarks. This will prove more thoroughly my atomic physics theory. From there I’ll get into the cosmos in time. Already explained away the red shift. There was no big bang.

  39. Vic says:

    Thanks Raul for all your job, did you know that now Blender is one of the best 3d tools out there due your hard work. God knows how I would like to know what you know to do what you do!!!!
    God bless U my friend!!!
    Particle Nodes!!!!!!!!
    where you can define a lot of effects as boyds, explotions, targets….interactions and reactions (particles coming out of a wave streaking a rock) etc
    A fluid or volume object, one that you define as full of particles already for example, a glass full of particles that i want to pour on something….

  40. Vic says:

    Other thing I think you can do, is taking iniciative by your self, make your stuff as your own releases and post them here to be downloaded, so more and more people can see your actual work and help you supporting your coding time. That way you can even charge for specific requests, (just an idea). You can release things in the form of an installable plugin or as an entire “distro” the way you feel more comfortable, that way you will not need to wait for your work to get approved by the foundation, but be free to experiment your self new ideas!!!
    Get some people from the ISDI to help you design your intefaces, web anything, I can racomend you one that is a 3D lover, but you will need to finish my work convincing him to jump to Blender!!!!
    God Bless you bro!!!!

  41. Vic says:

    Email him at hgutierrez@isdi.co.cu
    his name is Hector Gutierrez and he is my good Brother, just tell him you code for Blender. and he will fall in love with you!!! haha!
    un abraso mi hermano!!! no creas que me he olvidado de ti!!!
    Dios te bendiga!!

  42. Vic says:

    As always I say. U are the best!!!
    crap I wish your renderer patch were in the current 2.5 version!!!! sometimes I think they are scared of the BIG guys. But well still your job is amazing!!!!

    By the way Raul there is a huge need in the Blender community that probably you can satisfy or help somebody else to do it. Blender have a huge potential at the coding side of it, scripting for example, but unlike maya scripting is not learned at the same time the artist learn how to use the software, this is caused by the lack of structured documentation and that’s one of the reasons why blender not taken too seriously by a lot of people(read the industry). It would be really nice if somehow, you release that enormous power to the masses by writing a Blender Scripting Manual for the human beens. Think about a Blender Coding manual later. They would be real precious products for the blender store I think. (It would be a pleasure to help you to do that)
    thank you for all your hard work!!!
    May the Lord Bless U my dear friend!!!
    Here some other ideas!

    23-Water simulation, I am not talking here about the kind of thing you can do with the fluid, but a huge mass of water. Like a plane that on which you apply a modifier and it starts acting like water/ocean surface. Actually it can be combined with other surface behaviors such as elastic, fracture-able, deformable. This way we can have a bout going on a lake, leaving waves as it go, a carthat get destroyed as it crash against a big object (as a wall), a teared cloth as some force pull it, a broking glass, a suface of mud that is deformed by a feet, etc…. (by-lineal deformations where efectors are also affected) (al kind of intaractions can be controled by volumes, forces…etc)

    24-Dupliframes, dupliverts,… should be a modifier also, not only a modeling tool so you can apply it without converting it to a whole mesh(and the pain of separating al bodies one by one ). For that purpose the modifier should have an option that u can check and says Apply as a unique object, and if it is not checked then it creates the actual objects.(same with the mirror modifier) (in duplicate modifier all transfomations made to the original object are transfered to the copies(modifier stack included))

    25- We should be able to animate a mesh form without the need of create a shape every time we want to change the form of it, but just by editing it and add a key, or by having the recording button pressed. It would be nice to be able to read shapes information from external models as well as from the mesh deformations (as it is done now). For example U select the head vertexes and duplicate them, then you separate them creating a new mesh, then you change its form and make a shape out of it.

    26- it would be nice if u could place other objects on hair paths so they move as they do…. you know what i mean? as an anemone would do. The same way to be able to map the strands with alpha, difuse…. so you can have feathers or any other stuff.

    27- Mesh to volume! so you can have a tree, a statue anything that is only a “hologram” in your scene and dont need to be calculated again, a lot of tools can come out of it, volume sculpting, morphing.. .etc.(a huge amont of effects can be done through this) The opposite is true too volume to mapped mesh(oops this sound dificultto do, to me)

    28- It would be super if we could sculpt baked animation data frame by frame (or having the option of expand the effect through several frames)

    29- Painting objects, particles, whole characters, anything coming out of your data.

    30- Objects linkings, modifier/s muscles, rays(lightings), merge(to diferent objects that behave like metaballs between them), can be done through particles growing in certain ways from one to the other and then creating a mesh throughout the particles paths…. you can approach a lot of effects this way, growing like stuff!

    33- And the last one today, 2d effects applied to meshes during rendering, not only trough the render nodes.It can be applied to splines as well or grace pencil traces Blurring boulder blurring, clouds, grass, cracks, fire, masking….. even particles, a render of another file….. virtually anything but 2D (somthing that is placed there, but that is not “really” there)

    • Like this ideas, specially the one about the shapes from external meshes, I find that very usefull. And the “sculpt animation”. Actually Daniel Martinez Lara (PepeLand) did an aniSculpt script some time ago that did something like this, but it was for 2.4x.

  43. Christian Thomas oncken says:

    particles in realtime … to make hair , cloth , fluid and water surface , to integrate verlet alghoritm

    see my videos

    http://www.youtube.com/user/christianoncken

  44. MTracer says:

    Instead of using a kd-tree, which just splits search query in half, try using a “+Tree”, my own design! :D Then, each branching out is described by xyz coords, and there are further branches for each of the eight sectors around the point in 3D space. It would use, (theoretically) like a quarter of the number of iterations (approximately) to divide the data set into even chunks for search.

  45. Dennis F. says:

    Hey Raul,

    me and some others thought you are the right one for this job:

    Check out the shatter-script called “crackme” or “fractureme” for blender.
    As you can see you can shatter objects!
    Very great.
    The bad thing is, there is no control.
    We can shatter- and finish.

    Check out my trys here:
    http://www.youtube.com/user/DFassbaender

    We whant you to make it possible to use something like Wightpaint to give us control over the shatter (iE to have glue-options).

    Also some other great options like full time control or physic options … also nvideaPhysx are interesting ;) .

    Whatever: WHO Votes for my idea?

    +1 :p

  46. vic says:

    +1 por tu idea!!!
    por mi parte si pudiera armar un estudio Raul fuese mi Ed Catmull jajajja!!!
    esta fuera de liga el quemao este!!! Dio slo bendiga!!!

  47. ralmon says:

    Could you make the cloth simulator able to simulate thick fabrics? Real fabrics have thickness and many are very so… like rugs, crochets, knits, quilts, towels and leather. I tried applying the fabric simulator to a thin but solid shape (to represent a thick quilt) but it puff up. I tried de-enabling self collision but it results to unwanted intersections. I wonder if this could be done.

    • Bnut says:

      Doesn’t 2.5 have a thickness/solidify modifier, you could apply that to the cloth so it is a little thicker. As far as the simulation would be concerned it would still be thin, but it would appear thicker. Durian also did something to do with this (from memory), but it might be possible to add a thickness/padding to the physics calculation in conjunction with the solidify modifier.

  48. Dennis F. says:

    I have 2 new ideas :) .

    1- is more a feature request:
    is it possible to enable blender to show video-textures in realtime?
    It would be great for some vfx work to see the animated textures on planes by press alt+a or single frame steps :)

    2- Do you know ivy grow?
    As you can see this is an amzaing ivy generator!
    What is missing in blender is a tool like this with a “GROW”-option.
    Also for trees or flowes.
    Think about a real-video-footage of a garden where a blender-tree starts to grow, or ivy grows along a house wall.

    Greets,
    Dennis F.

  49. SeanJM says:

    Copy and Paste for Unlimited Clay.
    Select a portion of the mesh and copy it, then paste it to selected faces. Nice Booleans on the fly.

  50. vic says:

    A brush that adds or subtract mesh, I mean objects that you already have done or the primitives in case the user don’t want to use a diferent object, it would be cool to have somthing like the zbrush balls, you know the stuff you start with! God Bless U all!!!!

  51. Dennis F. says:

    3dMax got it, maya got it and cinema 4d got it now, too.
    Please farst— make this possible for Blender:

    Ill support you!

    One try with blender:
    http://www.youtube.com/user/DFassbaender#p/a/u/0/5khsHkXx8vc
    As you can see, its far far away from RayFire … but i know YOU can make it real for us VFXers ;)

  52. zeauro says:

    Maybe you can use your knowledge about adaptative subdivision to create a kind of bbrush add-on for 2.5.

    http://wiki.blender.org/index.php/Extensions:Py/Scripts/Manual/Scriptlinks/mesh_bbrush_menu

    It is not so important for artist to have an unlimited clay as modifier. It is much more interesting to be able to sculpt with a low config.

    Blender, already, posseses interesting tools for retopo and can bake textures from selected high poly to active low poly.

    So multires is not the only way. And it is acceptable for an add-on to have limitations.

  53. Xalt says:

    FIrst off, I just want to compliment you with all your work. I can’t believe the stuff you’ve produced in just 2 years! Amazing… I hope you will be working on Blender for a long time.

    I was thinking about the surfacing of the sph particles you are working on. You could extend the surfacing feature by making it possible to also surface volumetric textures (densities). This would be really nice cause then volumetrics could be used as a modeling tool also. (I know you can also create more or less solid volumetrics but that gives artifacts when the camera moves; also it never looks REALLY solid). Chimera is a free program that can surface electron microscope 3D maps. Electron microscope data are basically density maps. Chimera can make a surface in real time. It has a slider which sets the threshold density at which the surface is created. You can also adjust the resolution of the surface.

    Chimera website:
    http://www.cgl.ucsf.edu/chimera/

    Cheers and good luck with all your cool projects

    • Xalt says:

      edit:
      Well I have to say that your cheese test (may 2008) with solid volumetrics looked really good. But I haven’t been able to reproduce that in Blender 2.54.

  54. axel says:

    if i am working with blender i always have to watch my cpu and ram.
    if i forget that blender crashes with a big task. i need something that shows my cpu and ram in blender. like a litle bar at the top.

  55. Zaerer says:

    I have two ideas about unlimited clay:

    1 -
    Unlimited clay should not only increase the mesh resolution, but also decrease it. In areas where the resolution is very high, it would be diminished. In areas where the resolution is low, it would be increased.

    2 -
    An automatic adaptation of the mesh resolution could be implemented. For example, every 100 milliseconds, an algorithm which would give part of the mesh needs to increase the resolution and what area should increase the resolution.

    Please consider these ideas. ;)

    • axel says:

      i think decreasing the res would be hard you donth now witch verts can be missed and how to rewire them
      forgive me if i’m wrong i am not a coder

      and i got another idea

      you know that virus scanners that run an ful system scan outside of windows.

      so windows and all other processes take 10% cpu and over a long period of time when rendering that 10 extra percent can save some hours. also that virus scanners
      quit the computer when they are done.

      i donth now how far you can go with python (i’m not a coder) but i would be handy if you can render outside of windows.

  56. rascen says:

    I agree with that the unlimiled clay must have a brush to reduce poly and hope to see the other proyects proyects from others users like weetmaps or bmesh finish, and don’t know if someone is working in global ilumination with the render internal …….

  57. medivh says:

    hola me encanta la idea de tener un centro de brainstorm para mejoras de blender, y bueno comentarte que me gusta mucho tu addon de escultura y que espero que lo integren pronto y bueno ya de paso comentarte que lei por hay que estubiste intentando implementar en el internal Iluminación global y cáusticos, vamos creo que eras tu, a mi personalmente, si se consiguiera, creo que seria un gran avance . Un saludo desde España y suerte

  58. Damorg says:

    Best wishes to Unlimited Clay project.
    But my idea is on the other plain. I think blender need a good normalmap baking system with the advanced control. I’ve met sort of in max, when there was some kind of a shell around the mesh, that helps to control overlapping and other stuff before bake. BTW english is not my native language and I’m not so good in it, sorry )
    Regards

  59. vvaris says:

    First I want to say my best wishes to unlimited clay project. I’m just poor student but I try to donate some money as soon as I can! you definetly deserve it!:P

    I saw this feature and it looked very interesting! Would you think it would be easy to implement it to unlimited clay?

  60. vic says:

    I agree with medivh i liked your rendering development, and would like to see it into blender’s trunk, couse yafaray is cool but always behind when it comes to integration, right there it sucks.
    luxrender is amazing but way too slow, the blender gi doesn’t count, blender needs something like yafaray inside the default renderer.

  61. axel says:

    yes luxrender is good for stils but too slow for an animation
    yafaray has evreting that lux has ans at a good speed
    but there is small lux gpu that beats all other open source renderers
    so i tink yafaray exporter isn’t that useful at the moment

  62. mikh3x4 says:

    maby aplying a expole modifire into a fcurve so you could revers it and have a assembly animation. (i know you can do it with a reveerse in VSE, but this way you could put it in a sceane

  63. Aeronya Arai says:

    One thing I hope you’ll consider with the unlimited clay project is support for custom ‘brushes’ much the way Sculptris does them, using something like a .png file (with or without alpha transparency) to define a brush shape that when selected would sculpt using the brush to influence the mesh shape (raise or lower vertices/faces as various portions of the brush pass over the surface of the mesh). And I especially hope you’ll make it easy to add more user designed brushes by setting up a specific folder for them and including a dialog to allow a user to import brushes into the folder from other locations on their computer.

  64. Farsthary, here is challenge try to code a new smoke simulation l only using force field as container environment.The tools are in blender all you need is to figure it out. It can be done !

    Dark Blender

  65. Alexey Ost says:

    Hello, great and terrible Farsthary! :D

    I have very necessary idea for sculpt the hard surfaces, possible you will want to add this.

    Much spoils in sculpting mode the absence of the possibility conduct the even lines, like drawing with Shift+Draw in Photoshop. That is to say — in the sculpting_mode needs the straightedge, but better… the straightedge-ctencil! WoW!)))

    This really very wanted possibility!

  66. ghigi123 says:

    Hello
    Your work is just … (i can’t find a good adjectif)
    Since 2 month i have an idea : vertices constraints.
    We would have the aibility to add constraints to vertices : align between three points, angle between 3 points, belonging to a plane, parallelism between edges, distance between two points, area of a face, fixed coordinates of a vertice, belonging to a circle, equal distance …
    It would be very useful to use blender like a CAD tool, for architectural or indutrial modeling.
    Thanks !
    ++

  67. cool name says:

    Will unlimited clay be animatable? I mean not just the finished model but all changes in unlimited clay. It would be very useful for doing animations more towards traditional animation.

    Adding vertices of a curve during animation would be sufficient for me though, as I mostly do 2D animtations.

    Also, check this out:
    http://www.vimeo.com/14986178

    Anyway, thanks and keep up with the good work.

  68. Hello. I just wish that 3dCoat had some higher quality materials/shaders for the sculpting. Right now I only use Clay. The others such as Wax and Metal aren’t very good imo. Love what you guys are doing!

  69. Eduardo says:

    Hi, Farsthary.

    Here is a propose that i supose you could implement in a few days… Some kind of plugin/script to alow realtime presentations in blender… like powerpoint… in 3d.
    I was thinking in something like:
    1 – clicking in a object makes animation play predefined number of frames (example: from 12 to 100 and stop) or go to a diferent scene.
    2- ability to play backwards (animating the return to previous slide (marked frame))
    3 – Control individual actions from objects. (on frame load, execute animation from object or camera after click or mouse over) – something like the adobe flash timeline…?
    4 – export to a executable file.
    5 – Mouse visibility !!!
    6- realtime video playing on game engine (maybe asking too much… lol)

    I know game engine can do all that but only with scripting, unfortunatly some of us simply dont have the time, mind ( or willing :) for that).

    I remembered this after trying “Aurora3d presentation” demo. Its cool but the control over the animation and positioning of the elements in scene is very… limitated.

    Objective: Make outstanding presentations to my students ! I am a 1st to 4th grade teacher.

    Btw… you father paintings… WOW! If those landscapes are real, u live near heaven!

    All the best for you! Sorry if some bad english escaped me. Im from Portugal.

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