I updated the ZIP file with a linux version compiled with bmake. Its called wbricks.Linux.so.
Any one get a chance to play with the plugin? Iād like to get some feedback about what you guys think about it and whether it needs improvement or changes? Do you need to look at source code as well?
My main Blender platform is my Mac; I probably wonāt have a chance to try it out until thereās a Mac version, or a source release. Or, if youād like, you can send me a pre-release copy of the source and I can build a Mac version you can redistributeā¦ send me a PM if youāre interested.
My main Blender platform is Windows (just wanted to let you know I havenāt forgotten about you).
sarah: Iāve sent a PM with a link to the source. I would appreciate it if you can try to compile on the Mac platform.
PapaSmurf: Is the plugin compiled with MinGW/gcc good enough or do you need one compiled with lcc (Iāve tried but couldnāt get lcc to work).
Looks very cool. Once youāre ready, you should give it to the developers of blender, so that they can include it in the next release.
Looks very cool. Once youāre ready, you should give it to the developers of blender, so that they can include it in the next release.
Quoted in agreement. This is the sort of texture I would find very useful. That said Iāve never noticed plugin textures officially distributed with Blender which is a shame.
Keep up the good work, Wizard!
Koba
Thanks to Sarah we have a Mac version. I have updated the link in Post #1. Please note that it may not work on G5; if anyone has a way to compile the source for other platforms and would like to, send me a PM.
Currently, I am trying to implement CDās idea about offsetting the height of individual bricks but I keep running into issues with setting it up in the [0, 1] range. I have slowed down a bit for now as Iām a little busy with work but I will resume work in 2 - 3 days time.
I checked the Blender Plugin Repository and there is no contact info. Iāll post on blender.org forums once work is complete to get it included. I started with a plugin as it is a simple API to adhere to. Wouldāve been nice to implement it as a new texture in Blender itself; that way I could easily integrate turbulence functions that are already available in Blender (there is also a nice example in the Wiki somewhere on how to do this).
Very cute. And by default, magenta bricks with gray mortar - how sublime is that? Works under Vista! This MUST go in the 2.44 release! Iāll volunteer to do the wiki. Please drop a line to Ton to let him know, and someone can add it to CVS for you , Iām sure.
Once again, it is a commendable effort worth including in an official release. It would be a shame to leave it in a plugin repository - is this allowed/possible?
Koba
OK. Give me a couple of days as Iāve been quite busy at work. Iāve already gotten the source from CVS last night but for some reason it didnāt compile on Ubuntu. Iāll try again tonight and see if I can integrate the code as a new āBrickā texture.
Anyone know what the time-frame for next release is?
and see if I can integrate the code as a new āBrickā texture
That would be awesome.
Koba
is it possible to add various colored tiles based on hue,saturation,value control-would be great for ceramic tiles.
I finally managed to get an account on blender.org forum. Will be posting there shortly to see what the devs think.
rusted: Anything is possible I just have to figure out how. Do you mean each tile has a diiferent shade of a single colour value or do you want to just randomly assign colour to each tile?
Have you tried the āceramictilesā plugin from the plugin repository?
http://www-users.cs.umn.edu/~mein/blender/plugins/texture.html
Quite frankly, there are a lot of cool plugins available, and Iād like to see many of them become part of Blenderā¦ however, there are apparently things holding them back:
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Itās not trivial to convert a plugin to a built-in texture; the built-in textures donāt really have an API of their own.
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The plugin API itself is (I think) buggy due to not being thread-safe
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The āmodernā way to do everything is with nodes; this seems to be the way the developers want to go, but at the moment thereās no plugin API for nodes.
Apologies if some of this isnāt quite correct; I went through all this when I released my first couple of plugins, and this is all off the top of my head with three hours of sleepā¦
Despite all of the above, Iād still kind of like to see some plugins distributed as part of a stock Blender distribution!
Sarah
First step in getting your plug-in into the blender source is making it Fields and OSA compatible.
It should be fairly simple to do. The buildins are available in a pop-up, and all the code should be cleanly in separate files ( I could check the cvs tree).
Once youāve got your patch to work, you can submit your patch to the BF who then puts it in review.
I never saw any trouble with textures being a plug-in. Except maybe on the renderfarm.
What could help is a auto-plugin-dir-reader. Just get your plug-ins in a dir and let blender list them in the pop-up would help a lot more people then adding this one plug-in to the list.
When I looked at the Wiki for adding a procedural texture to Blender I was expecting to see a self contained texture object implementation. As it stands, the parameters for all procedural textures are added to one struct! There seems to be no clean way to initialize texture data that has to be precomputed (in the plugin I use a flag which is checked everytime the plugin is called).
Hi !
I have juste discovered and tested your plugin under Windows. Thanks a lot, it is a very usefull one !
Changing a value and coming back to the previous one seems not always give the same result, but it is a good plugin !
email me a copy of the source and Iāll get it up on
http://www.cs.umn.edu/~mein/blender/plugins at least.
Thanks,
Kent
The random number generator may not be initialized properly. Can you tell me which value is exhibiting this problem?