Google Summer of Code 2013 - 22 April until May 3

Blender has been accepted by Google again for the Summer of Code grants.
Anyone who’s a student in an official recognized college or university (at reference date 27 May) can apply with a development project for an open source organization, and get paid for work on this during the summer period.

Submissions open next Monday, 22nd April.

We’ve had tremendous successful GSoC projects in the past years. Just check on the 2011 and 2012 editions here:

You can find all the information about it at our Google page here:

You can also help spreading the word among local colleges or universities. Via online university channels, or by printing a small leaflet with info to put on public bulletin boards. Here’s a A5 sized example you can use:



woot woot :smiley:

Keeping my fingers crossed for the Booleans.

id like to see the bge get some work. bge is my friend

My wish is with fluid simulations. It already works very well… but the proposes on this side of blender are pretty nice!

Simulation SystemsFluid Simulation

  • Extend elbeem fluid sim with thin fluid features

See: and: also see the papers by the author of Elbeem - note that this would likely require prior fluid dynamics experience to have a successful result.

I will be always greedy about more mesh/object modelling tools!

It will be wonderful, if someone will sign, who will be able to
bring similar functionality to hair farm to generate realistic hair or even low poly hair with similar method:

Some wishes for sculpting mode:

  • Sculpting layers.

  • Anything that improves the quality of small details. That could be:

  • Higher polycounts.

  • Fidelity when a brush prints a texture. So both small crispy details and smooth parts are reproduced as expected and without stretched polygons.

  • Perhaps normal-maps brushes to sculpted polygons? which keep the appropriate normals. Or Black/white map to normal map to sculpted polys.

  • This brush effect that automatically makes the brush go from thin to thick to thin again. Very useful for hair, wrinkles, etc.:

1 thing: edit multi object UVs in the same time, without merge them (now there are tricks) for game assets is a must. 8)

Viewport performance update would make many very happy!

especially selecting hi-poly models and overall performance when lot of objects are displayed, maybe to use some type of dynamic polygon counting like games have?

Hi all,

Here’s a reminder to all students to check on their proposal page if there’s unanswered questions. And to mentors to check if there’s feedback to reply to!

We have until 22 May to do final slot allocations.

BTW: Google announced initial allocations just an hour ago, and we received what we asked for. Very good :slight_smile: Final info we can only share after all has been finalized by Google.



Is there a convenient list somewhere that shows how many slots Blender has gotten each year?


2005 : 10
2006 : 3
2007 : 5
2008 : 6
2009 : 6
2010 : 10
2011 : 17
2012 : 16

And of those 16, only 7 1/2 made it to trunk (I count the bevel/bridge/boolean as half)? Less than half. That´s grim, I think a requirement for completion would be to show at least some level of completeness…

Any way, according to Ton, they preliminarily got the slots they requested, which I imagine would be at least as many as last year, so things looking up - and a lot of interest in Cycles it seems :slight_smile:

Double post, sorry

Student developers, moderately ambitious projects, unfamiliarity with Blender’s codebase, limited completion time, potential conflicts/readiness issues with core development… I’d say a nearly 50% inclusion rate is pretty impressive. Many other GSOC development projects for other applications don’t even get that much.

Is this the right topic to submit ideas?

Here is my proposal (same as gsoc 2012 :rolleyes:) :

Skinning - Animation:

Skin wrap modifier /an essential rigging tool - a second engine to the mesh deform modifier :

Principle :

This modifier can be found in 3dsMax (and i think there is something similar in Maya). Like the Mesh Deform modifier, it deforms a mesh using a reference mesh.
The difference is the way the vertices are weighted : it uses the distance between vertices of the two meshes instead of the mesh volume.

It can be used in the skinning process to:

-skin clothes, props on a skinned body within two mouse clicks, regardless of the skinning method used for the body : armature modifier, mesh deformed modifier, and it deforms well with the corrective shape keys as vertices are simply bind to each other.
-ease clothes simulations using a low poly reference mesh in the simulation and binding a high def mesh with lots of details on it.
-skin the low poly version of a high poly mesh quickly
-etc… essential in a movie production once you’ve tried it.

User Interface :
I think of mainly 3 parameters and one button :
-Object: reference mesh to bind the base mesh
-Distance : the distance between the vertices of the reference mesh and the vertices of the base mesh used to bind the vertices
-Fall off [0-1]: Used to soften the effect with the distance
-A “Bind” button to compute.

Is this the right topic to submit ideas?
No it’s not. You’re too late anyway for this years GSoC submission

If you’ve got some ideas create or use one of the miriad other threads. This should’nt be used as a dumping ground of random ideas each user thinks is the most important thing in the world.