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  1. #1
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    Blender accepted into GSOC 2011

    http://lists.blender.org/pipermail/b...ch/030999.html

    Congrats to Blender, and good luck to the students!



  2. #2
    Member JustinBarrett's Avatar
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    I'm rooting for the relationship editor, nodify game logic, texture painting, and the bake node.....let's see what happens!...Maybe something totally unexpected will come out....I did not see anything about the shader re-write, but I see that as a fairly big project for AFTER beta....

    thanks for the post jay.



  3. #3
    Great news



  4. #4
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    I'd really like to see texture painting improvements (especially speed)... Maybe that's something for Jwilkins or Nicholas Bishop (if he' still a student?) to tackle . A shader system rewrite is to big and complex as a SoC project...



  5. #5
    Member Alekzsander's Avatar
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    Looks nice, i was playing with the paint and almost always crash .
    I don't know but
    -what happen with mask in the sculpt system ??
    -what happen with layers in the sculpt system ??

    i think ,they must improve this



  6. #6
    Moderator BenDansie's Avatar
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    Selfish, I know, but go texturing improvements! The rest of the ideas look good too.



  7. #7
    +1 for texturing, it's a vital stage in 3D animation yet it's sort of been neglected for some time, I know there is Ptex integration to come, but the tools are lacking behind a little, specifically the use of textures (Rotation, tiling settings, projection (like drag & drop, and the other various options available in sculpt mode)).

    It would be nice to see the OOPS style editor back also, with the new access Blender gives I could see this being very useful, for example it would be good if you could link in other blend files from within the editor, like have the ability to see an explorer type style where you could navigate and drag & drop via append or link specific items into the current active blend file, and then use the editor to create relationships, but between multiple files, not just in the active blend file open.



  8. #8
    was GSOC 2010 realesed ?



  9. #9
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    Hi all,

    perhaps it would be a good idea to do a flyer that can be distributed to CS departments in universitys across the world to invite them to apply for GSoC for blender.



  10. #10
    +1 for relationship editor, the current drivers are cumbersome to setup, selecting a node and linking it to another one would be better than assigning a driver and playing with it's properties.



  11. #11
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    All of the GSoC projects from last year haven't been merged yet due to the feature freeze, many will merge after the next release.



  12. #12
    +1 per nodal logic! Brick logic is quite a pain(i practically use as more python i can because i prefer a bit of performance loss than going mad trying to understand what i just did)
    Btw we'll see, the project should be done by students that bring into blender what they are studying, so maybe we'll see some awsome stuff come out!



  13. #13
    Member Month's Avatar
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    @LetterRip if there would be something like an official flyer that looks decent, I'd be more than willing to distribute some at the university I study



  14. #14
    New BGE features, nodal logic or outliner improvements would be very welcome.
    Demo Reel 2013: https://www.youtube.com/watch?v=iMjy10vSAq0
    Railways: Short film made with Blender: http://samvila.blogspot.com/



  15. #15
    Originally Posted by Gustav Göransson View Post
    I'd really like to see texture painting improvements (especially speed)... Maybe that's something for Jwilkins or Nicholas Bishop (if he' still a student?) to tackle . A shader system rewrite is to big and complex as a SoC project...
    +1 and also some 'seam' issues with the UV Unwrap... especially when Subsurf is turned on with "subdivide UVs"...
    --> ChillyGuess <--
    CG Projects by Leslie Chih



  16. #16
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    Hi all,

    I'd like specific small items you'd like improved in each of the following, I've provided some links for useful ideas to some areas. Please provide a brief description of the feature.

    Retopology Tools
    http://www.3d-coat.com/retopology/
    http://www.topogun.com/media/videos.htm

    Unwrapping/UV Editing Tools
    http://www.uvlayout.com/index.php?op...pper&Itemid=67
    http://www.polygonal-design.fr/e_unf...tutorials1.php
    http://www.uvmapper.com/features.html
    http://www.polycount.com/forum/showthread.php?p=985608
    http://alice.loria.fr/publications/p...tr/wysiwyg.pdf

    Weight Painting/Skinning
    http://www.youtube.com/watch?v=cw9_apwkyQs
    http://www.snolan.net/2008/12/07/nudge/

    Mesh Editing Tools

    Texture Painting Tools

    Sculpt Tools

    Compositing Tools

    Video Editing Tools

    The goal here is to add polish to existing tools/tool sets to make blenders workflow as smooth and friendly as possible and to knock off 'rough edges' and workflow issues that are time consuming/frustrating.
    Last edited by LetterRip; 18-Mar-11 at 19:57.



  17. #17
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    LetterRip, your work is much appreciated in making GSOC happen again this year, thanks!



  18. #18
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    For sculpting - features frustrations

    1) memory consumption/slowness when changing subdivision levels
    2) slow down when using matcaps and similar shading
    3) memory consumption/slowness when baking to normal maps
    4) lack of ability to 'delete lower' for multires
    5) editing of multires base mesh giving weird results sometimes
    6) bad interpolation when changing multires levels
    7) 'go straight' bug for fast long strokes

    So - small specific items that would fix a frustration like above
    Last edited by LetterRip; 18-Mar-11 at 20:12.



  19. #19
    nevermind... (**** limit time of connection forum "ˇ$%"$ˇ$%&"ˇ%ˇ$!!!!)
    Last edited by stargeizer; 18-Mar-11 at 20:41. Reason: Got upset with the forum software.



  20. #20
    Member Alekzsander's Avatar
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    I don't see very useful the Retopology Tools .
    You must work more in painting and sculpt tools too



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