Here’s the second batch of recovered videos from Vimeo
Hi all 🙂
Recently found my forgotten account in Vimeo where I posted several years ago (seems like yesterday) my experiments and tinkers. Since I will no longer use or maintain that account I’m uploading them to my active Youtube channel to avoid loosing them in case Vimeo servers drop inactive accounts.
OMG what a lot of memories they bring me, they still float around in this blog as I started it in 2007 when I called it: True Volumetrics (for Blender) and it has witness my personal growth from a curious kid to …. an older curious kid XD.
I will never forget at that time my huge lack of resources, it was just a year before, that I could finally bought my first Pentium 4 computer (256 MB RAM and 32 MB Video it was a dream come true at that time in Cuba), with little to none computer programming experience in the past, but a strong love for math and physics since I was studying Nuclear Physics and with a CG passion eroding me inside out for not choosing my perfect career. So, at the third year of Nuclear Physics (2 years before getting my degree!) I took the leap of faith and changed college: I remember it was a drama for me, Directors, professors and classmates didn’t wanted me to leave as I was showing good promises in the field … making it more difficult for me to make the choice: -what if I’m wrong? what if I’m dropping a unique opportunity career for a mediocre future? cheers to them wherever they are now!
I think I will never know, and every time I face a life restart I have the very same fears, but at least the chosen path gave me the opportunity to realize my 2 biggest dreams: – Working at the CG industry and become free from the illness of my society.
Blender was my dream scene and my playground, due to my ingenuity I could not finish many projects there but I acted as a catalyst for them to happen. Instead of asking in forums for features I drafted them, showed them what can be achieved and that it was really possible, so experienced devs could turn them into life. The community opened me their arms and their heart and I still carry them with me, I guess that being open source, I can go back anytime in the future. Blender have long evolve those points and I see with pleasure how is turning into something bigger that the creators, become self sustainable. It has surpassed the critical mass for open source projects to continue live on forever and not be forgotten in the springs of short lived similar projects.
In those videos also appear my roots at 3DCoat, where I have sprout my first white hairs and I found a nest too and I pushed myself to horizons never expected before 🙂 We can’t have everything we want in life and our lifetime budget is limited 😦 we get consolation in the hope that, someday in the future we will see again our friends, relatives, lovers and things will be the same but is not. Our life threads diverge and we turn complete strangers again.
All that remains is nostalgia.
Hi all 🙂
Stephen Whitehorn has recently made lots of refining and progress on our surface polygonizer patch, we’ve been working on this since long ago with some stalled periods 😉 he has recently refine and upgrade the code for a recent version as he has posted on his site:
hope you like it 🙂
Hi everyone 🙂
Some time ago I was working on an Unlimited Clay paper to explain some basic principles since in my research for implementing dynamic subdivision sculpting all the existent papers seems quite obscure to me at that time (plus a slow internet connection = EPIC FAIL :P), I even dare to send it for SIGGRAPH 2011 where it got reduced to ashes by the review experts board 😛 (even ignoring Ton’s advices regarding that, he warn me that they will be heartless with the papers :D) but in the end, yes, they where right, I was quite naive and inexperienced in theoretical development, I prefer to jump and code and that actual working software speaks for itself, but what doesn’t kill you, make you stronger, as a saying said. I don’t have any problems in recognize my own mistakes 😉
But since recently Nicholas Bishop is taking great steps toward implementing dynamic topology sculpting in Blender I think is a good time to blow the dust of that paper because it still have some value in explaining few tricks of how dynamic subdivision sculpting works and hopefully can help to ease the way I have to walk by trial and error before.
Also I want to point out once more time that here in 3DC the team really appreciate the Blender development efforts and we admire it, Andrew is one of the most amazing persons I have met, aside from his lightning fast intelligence (that is my model to follow :)) he has one of the most altruist personality I have seen, he have a lot of things in common with Ton, I surely can said that if half of the enterprise owners out there where like them, this world would be a much better place. I would like to recognize the incredible effort the Blendiac family has made to format and upload the paper for me at that time. I’m very thankful for all the wonderful people the Lord has put in my life.
All the best
UC is currently on hold for several reasons, most important is that is awaiting for the official integration of B-Mesh project and some other sculpt improvements, as I have explained several times before the current mesh system in Blender does not allow real time incremental updates, and while prototypes of UC can be implemented performance will be terrible slow after several thousands of polygons. Of course, an intermediate data structure can be used but that would mean another computation layer that may not be worth to have once Bmesh enter the scene. The good news is that If I’m not mistaken Bmesh is closer and closer so I will soon set the foundations of UC in Blender 🙂
* Note from Blendiac: Raul sent us this a few days ago, but due to a massive power and phone outage where we are, we only just managed to get online and post this. Forgive us Raul / Blendheads!
Hi all 🙂
As promised yesterday[*] here is the UnlimitedClay patch against an old
revision (32564), is a heavy patch where I move data a lot among files,
basically due to the need to expose editmesh functionality to the sculpt
module and viceversa, remember that UnlimietdClay is more like a hybrid of
both modes , also there are some incomplete features or temporal solutions
there (like drawing functions).
There are several smoothing algorithm that I have earlier release as a
cleaner patch, and rewritten to to avoid introducing new terms , so they
can be used here just for testing purposes, I don’t recomend to integrate
them as they are in this patch, if any dev is interesting in them please
search the Blender patch tracker where the correct patch is floating.
A new rewrite must be done for the new BMesh and also to implement better
PBVH support, I’m preparing a PDF where I explains the basic for dynamic
subdivision sculpting that will ease the task 🙂
I’m sure all the issues will be overcome soon. Enough of talk 😉
All the best,
Hi guys 🙂
As you may know, recently I have being working on several relaxation
algorithm that prove to be useful for mesh editing to extend functionality of the current smoothing algorithm implemented in Blender. Well, I have made a patch (link to the patch) with the two best relaxation algorithm I have being working on, the Improved Laplacian relaxation, with no shape shrinkage and the HC relaxation with low shape shrinkage.
The feature is fairly easy to use and it has toggable shape border
Hope you like this