Bloxel (Blender Voxel system) roadmap

Hi all ๐Ÿ™‚

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 ๐Ÿ™‚
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 ๐Ÿ™‚ 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 VOยดs
.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 ๐Ÿ™‚ ,
I hope also God and life give me strengh, knowledge and oportunities to carry that task.

Cheers to all Farsthary

Bloxel (Blender Voxel system) roadmap

13 thoughts on “Bloxel (Blender Voxel system) roadmap

  1. Brian says:

    I don’t know about ANOTHER mode. I think integrating your approach through the existing sculpt mode would be a better approach and with the case sensitive UI available in Blender 2.5 the sculpt mode would give access to the specific tools depending on what type of object is being sculpted (ie. voxel or mesh)


  2. eclectiel says:

    This is one hell of a task you chose. Really wish you the best of lucks!.. is such a great project for Blender. I also hope you learn a lot from this.

    Keep it up, and thanks!


  3. +1 from me!

    I think this is quite a well thought out proposal, with realistic goals i.e. not trying to beat 3d-coat on the first try. I really like the idea of keeping things generic (multiple storage/access backends) and the idea of a volume object type as well. I’m thinking with volume objects we can give it a modifier stack too, with some basic modifiers like smoke, deformations (force fields? lattices?) or semi-image-processing filters like blur, dilate/erode, etc. Of course then there can be volume nodes … ๐Ÿ˜‰

    Brian: Don’t just think solid surface sculpting, think about the ability to manipulate any kind of voxel data, like painting smoke sims. I’d love to see this kind of stuff, and the means of interaction would have to be different to those of solid surfaces.


  4. Big Fan says:

    Health Warning: excessive “Bloxel” dreaming may cause “Blotox”, a condition where a Blender user’s face is permanently frozen in a wrinkeless expression of awe. ๐Ÿ˜€


  5. farsthary says:

    Hi ๐Ÿ™‚

    thanks to all ๐Ÿ™‚

    @Matt: Yes, nice ideas you propose, I hope when the project be in a more advanced state to consider them ๐Ÿ™‚ thanks

    @Yin: Well, really both are two different approaches to the same problem and is good to have choices ๐Ÿ˜‰ both have strengths and weakness, but Voxel sculpting is just and application of a whole Voxel Object system.


  6. Take-a-look says:


    I noticed something odd and looks like voxel related that already exists in blender. Metaballs!!! Did anyone notice that if you scale metaballs in edit mode they seem to keep verts in some grid? So why not just make it possible to sculpt the shape of metaball and it just keeps the grid? Maybe its just grid remeshing, but I thing that would also do as good.


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