The most wanted and unfinished coding projects

Heyyyyy blender community!!

I’ve seen so many good projects almost done in blender that never see the light that I found the necessity of making this thread. We really should keep a public track on them, so more people know about them and therefore more people can support them, be it by testing, coding, donating, feedback, or any other way. It would be nice also if solo developers could use this thread to point to other specific feature development threads, so we can keep track of projects in one thread, and discuss them in others. This way projects get more attention. And also maybe solo developers could ask for fundrisings for certain projects and have everyone listen.

For me the most crazy list is the work by lukas tonne. I’m always dying to see his node-based things see the light but they never do. So, I’m starting the list, if you think this is a good thing to do and will follow please try to UPDATE the list so we always can see it complete, like this:

post #1:

- super proyect A
examples, what its about, where it is, links, etc.

  • super proyect B
    examples, what its about, where it is, links, etc.
  • super dead proyect C
    examples, what its about, where it is, links, etc.

post #2: (copy the list and update, but only name)

- super proyect A

  • super proyect B
  • super dead proyect C
  • super proyect D
    examples, what its about, where it is, links, etc.
  • super proyect E
    examples, what its about, where it is, links, etc.

post #3: (copy the list and update, but only name)

- super proyect A

  • super proyect B
  • super dead proyect C
  • super proyect D
  • super proyect E
  • super proyect F
    examples, what its about, where it is, links, etc.

This way we can always see the list and people don’t have to be searching for proyects in lost thread pages.

So, I’m starting with these ones:

  • Node based modifiers (Lukas Tonne):
    http://www.youtube.com/watch?v=q-efVnBr65A
    I saw this not long ago, amazing feature, but it doesnt seem to have any high priority at all. Couldn’t this be part of the roadmap, or have some official goal instead of a solo project?

  • Node based particles (Lukas Tonne):
    http://www.graphicall.org/905
    For this one there is even a build available. Seems quite powerful, although could be extended more. Is lukas waiting for pynodes to make everything better?

  • Advanced array modifier (Fabio Russo):
    http://ruesp83.com/2012/12/03/ama-rises-for-bmesh/
    I think this project has actually recieved donations, but I think it also has never seen the light as a finished thing. Its quite an important feature if you ask me, and its kind of weird that it is left just like that, specially for those who donated.

Arent this great projects that could recieve more support by us or more official attention/priority? Or maybe ask those who dissapeared for some roadmap, explanation or if its not gonna happen at all? I’m sure there are many more unfinished things around, lets try to make a list so they dont get forgotten.

I would love to see the pTex branch wind up in trunk. Even if cycles isn’t ready to support it, it would be a huge boon to texture painting. You could throw a pTex map on mesh that was sculpted with dyntopo and paint right on the high res sculpt. Once you have a retopologized mesh, you could bake your texture from the ptex sculpt to your freshly uv’d retopo mesh.

And of course, once cycles supports pTex directly, well… aw yeah. :slight_smile:

  • I would like to see Skin modifier more stable and robust without the limitations it have this is an amazing modeling tool

Guys… please, this is not an I want thread, but a way to keep track of the projects. kakachiex2, that is not an unfinished project, this thread is not for feature requests. fahr could you please post a link to the ptex project or some info about it (for example who was coding it), like in the list above… lets update the list, like this:

  • Node based modifiers (Lukas Tonne):
  • Node based particles (Lukas Tonne):
  • Advanced array modifier (Fabio Russo):
  • Ptex support (coder name):
    info

This way the next person goes like this:

  • Node based modifiers (Lukas Tonne):
  • Node based particles (Lukas Tonne):
  • Advanced array modifier (Fabio Russo):
  • Ptex support (coder name):
  • Other project (coder name):
    info

and so on…

  • Node based modifiers (Lukas Tonne):
  • Node based particles (Lukas Tonne):
  • Advanced array modifier (Fabio Russo):
  • Ptex support (coder name?):
  • Image Layers (Fabio Russo):
  • Explode modifier (Scorpion81):

Ptex would be Nicolas Bishop.

  • Node based modifiers (Lukas Tonne):
  • Node based particles (Lukas Tonne):
  • Advanced array modifier (Fabio Russo):
  • Ptex support (Nicolas Bishop):
  • Image Layers (Fabio Russo):
  • Explode modifier (Scorpion81):

I would add top the list the dependency graph update. I know it is on the list of things to do but will it get done? I have read that there are some problems implementing it as a multi-core solution (which would be ideal).

Here a osx build
quite difficult to find information about. I know that the code was developed further by Andrew, but not inside Blender…

It’s almost ready for trunk?!
http://lists.blender.org/pipermail/bf-committers/2013-October/041890.html

Voxel engine […] (literally milions of polygons realtime).

Voxels != polygons -.-

I know, but it would render converted polygons…
I dont think that we could model and edit voxels in near future. :spin:

Wow, more cool projects… There is really a lot that is unfinished but almost ready!! What could we do to encourage this projects to get an official time goal? Or to be considered as part of the official roadmap?? These efforts can’t go wasted!!

  • Node based modifiers (Lukas Tonne)

  • Node based particles (Lukas Tonne)

  • Advanced array modifier (Fabio Russo)

  • Ptex support (Nicolas Bishop)

  • Image Layers (Fabio Russo)

  • Explode modifier (Scorpion81)

  • Hive system (Sjoerd)

  • Retopology tools (Patrick Moore)

  • SmartBody (Ari Shapiro)

  • Asset management (Elubie)

  • Collaboration tools (Fweeb)

  • Opensubdiv (Brecht van Lommel ?)

  • BEER -Blender extended expresive rendering- ( LightBWK? Beer team?)

  • Depsgraph refactor + threaded update (Joshua Leung + Sergey Sharybin)

  • BGE GPU Particles (Ian Johnson)

  • BGE Candy branch (martinsh + mokazon):

  • Unlimited planar reflections (martinsh):

  • Voxel engine (mokazon): ​

  • Rounded Corners feature for cycles (Agus3d).
    Almost forgot about this one!! Agus3d (http://agus3d.blogspot.com/), was near completion of this very useful feature, he even posted some images on blenderartists (the long “brechts easter egg sur…” thread). Wonder what happened?
    For those who do not know, this feature basically creates fake beveled edges on sharp angle geometry by a normal trick instead of actual geometry. Very useful in fast production.

So the texture painting ptex support was Nicolas Bishop… The cycles ptex support is (at the moment) Brecht, he recently replied saying that he is working on OpenSubDiv (yes brecht is the developer working on OSD), and once that is implemented ptex shouldnt be difficult as its closely intertwined.

  • Node based modifiers (Lukas Tonne)
  • Node based particles (Lukas Tonne)
  • Advanced array modifier (Fabio Russo)
  • Ptex support (Nicolas Bishop)
  • Image Layers (Fabio Russo)
  • Explode modifier (Scorpion81)
  • Hive system (Sjoerd)
  • Retopology tools (Patrick Moore)
  • SmartBody (Ari Shapiro)
  • Asset management (Elubie)
  • Collaboration tools (Fweeb)
  • Opensubdiv (Brecht van Lommel ?)
  • BEER -Blender extended expresive rendering- ( LightBWK? Beer team?)
  • Depsgraph refactor + threaded update (Joshua Leung + Sergey Sharybin)
  • BGE GPU Particles (Ian Johnson)
  • BGE Candy branch (martinsh + mokazon):
  • Unlimited planar reflections (martinsh):
  • Voxel engine (mokazon): ​
  • Rounded Corners feature for cycles (Agus3d).

-Spring constraint wip (Ivo Grigull) :

-View dependent Rod simulation (Yuki Koyama, Takeo Igarashi):
http://www-ui.is.s.u-tokyo.ac.jp/~ko…RodSimulation/

Surface constraint wip (Ivo Grigull):

Melt modifier wip (Ivo Grigull) :

         Website Blog:
          http://ivogrigull.com/

BonesPro:see video demostration… (more bone functionality for blender?)
[http://www.bonespro.com/

Onion Skinning possibilty integrated in Blender
something like this script PSL-Snapshot (Daniel Martínez Lara y Jose Molina):](http://www.pepeland.com/)http://alike-short.blogspot.com.es/2…ot-script.html