I recently started to gather information and research in order to implement for Blender some system for Voxel sculting, or free sculpting like 3D Coat has brought to light (though the term is nothing new). Currently I´m in very early stages so don´t expect to much for now, I just want to inform that I´m on the road and open to collaboration with other devs and of course any help from the community is always very appreciated and needed.
For this project volumetrics were an incredible experience (thanks to Matt Ebb and everyone) and in fact the voxel system I plan to implement (in a similar way that the GSOC 2006 Voxel proposal for Blender) should integrate/unify at final stages all the voxel data layout in Blender, for rendering (voxeldata textures) and simulation (smoke/fire) and provide means for handling very big datasets, potentially unlimited size (papers on this topic please!).
I want to thank also Joe for his help that could save me days of work figure out how to integrate my ideas in Blender 🙂 One cool thing about this project is that it has made me learn OpenGL and Blender viewport programming that I where avoiding till now because I thougth It was difficult, but not at all! 😉 In fact is very fun!
This project, like True volumetrics is very ambitious, so don´t expect it over nigth, also I have started to work now oficially in my University in an Education Technology group (making educational materials, multimedias,web, games, several resources and you know I will insert Blender there 😉 ) also I have pending other projects like integrating a true GI solution for Blender that will require synchronization with current projects like Raytrace optimizations and Matt Ebb plans on it.
But just like I said when I started developing volumetrics, I have the will and the interest to implement this for Blender.