We need Vr tech inside blender

The important thing, is all of them :slight_smile:

Scenegraph, viewport, pointcache etc are all good, but Vr could allow for much more intuitive texture painting for anyone who has ever used a airbrush, or physics particle painting tools in some of the other texture painting suites.

Itā€™s only a question of time before some dev starts developing VR stuff for Blender. I donā€™t see why everyone thinks that devs who are already working on other stuff would work on this when itā€™s much more likely that someone new starts working on it.

@Blue

Honestly

I see where you are going with the improvements in texturing(or maybe sculpting too)

but 3D modelling, as in hardsurface?
VR is so impractical for that

But even then, Mari is going free for non commercial use soā€¦

Texture painting in Mari, has nothing to do with blender.

Blender needs itā€™s own tools equal to or greater then the competition, and imagine if you wanted to sell work you madeā€¦

Blender can, and will eventually be as good or better then the other apps for texture painting.

I believe our developers can do it :slight_smile:

Okay, do you have half a million dollars lying around so the BF can hire one of their veteran developers for several years (and full-time at that)?

Itā€™s often far easier said than done for FOSS due the massive difference in resources (ie. canā€™t have near as many full-time developers and so you need to find a way to create an attractive environment for volunteers, not the least of which is a community which wonā€™t run them into the ground amid a mountain of feature requests and a tsunami of rancorous disagreement over tools).

You sir, are mistaken,

We have freedom to try new things, we have no middle management, and we have each other.

One heart is worth 10,000 wallets.

I already started what is needed in the game engine, using PIL and PYOPENGL but I donā€™t know if we can cram a image into the buffer the same in BPY.

it paints at a decently high resolution at 60 fpsā€¦

painting with rays is not really that hard actually, but there are tricks I donā€™t know, like how to paint across a seam,

You should probably use Mari before talking about how to be better than it. Its painting principles are very different from Blenderā€™s at the most fundamental of levels, which allows easy painting of absolutely enormous textures. Iā€™ve done 32k x 32k textures on a middling workstation without breaking a sweat. Blender (nor any of Mariā€™s other competitors) wonā€™t be anywhere remotely close to being competitive to Mari for films in the near future.

Mari is awesome,

I think blender should grow in that direction,
Just because a pay software does something well, does not mean blender should not continue itā€™s own march to excellence.

There is a need for a open source tool with the ability to do the same.

With the limited resources of Blender Foundation and ā€˜freelancerā€™ developers the best thing is to compete with others where it is possible and that is the 3D modeling. For almost everything else there are free (or very cheap) solutions, so Blender profits from focused development more.

You seem to be full of energy, why donā€™t you do it?

I have the working code in pytbon but itā€™s in the game engine, what I need is for someone who is better with bpy to make a bpy version, I need a mentor.

my paint app already works, by using bvhtree raycast to get a hitpoint, to plot a brush based on a uv cord, meaning python is never itterating the pixels, C is.

via PiL and pyOpenGL I was able to cram my texture using BindID by youle,
into a texture slot after I generated it with pil each frame with the stroke,

right now I am using a raw input from a cursor ray, but I could gather a line that another object moves along at a rate, retracing the stroke with no gaps.

I really need a mentor, but the code works in the game engine as is* if the vr suite can feed a rot and position for the 3d manipulators and camera, I can do the rest for sure.

we need a game engine VR sensor logic brickā€¦
3d mouse logic brick?

Blue, people may be more willing to help you do something if you show them the work and from the sounds of it you have some work to show. But when you begin the post with a from of sensational trollish emotional manipulation you are going to scare away the very people who could be the mentor you need.

The Mission is to Make A New Tool.
It is not to make someone feel bad, guilt trips donā€™t work for getting people to help you.
It is not to have a sensation of power at the expense of another. People will remember that long after you have forgotten.

The Mission is to make a tool. Turn what skill you have to making that tool, then show off what work you have done and ask for help if need be. But I suspect you could do it yourself if given time.

did you see the video?

It runs in bge right now at 60 fps, but the bpy api is not familiar to me.

also, I said 3d vr was the future, I like Ton, and even his choices for blender, but I think socialising projects will give them staying power and knit close working relationships between artists and studios, etc.

hanging out in vr working together, just sounds like fun, and the future.

I have been working on the math to do the stack thing acedragon spoke of,

I think I can do it :slight_smile:

Again, I really donā€™t see why this suddenly has to be the first and foremost priority for the Blender developers if thereā€™s still a long list of proven functionality thatā€™s not in Blender yet.

Iā€™m getting the impression that your opinions are being strongly influenced by buzzwords and ā€œshinyā€ demonstrations of novel, but unproven approaches. Well the things that look fun and shiny arenā€™t always the things that have a proven use in heavy production environments involving massively complex scenes in both games and movies.

Now the question then becomes, would you rather have an app. that is fun and designed like a toy (at the cost of being far less usable in production and/or commercial environments) or an app. that is capable of heavy production workloads involving massive amounts of geometry, animation, VFX, and shading effects?

The secret ingredient, is love.
https://pbs.twimg.com/profile_images/378800000573177015/6a2745417c01b23a05f57a555006b37d_400x400.jpeg

I think this is where the break down between your intent and your results is.
Part of doing social media is making people Happy to see you and Excited about your topic. And professional PR departments screw this one up on a semi regular basis.
But when I see an OP title like you had it does not make me happy or excited about your project. It strikes me as some desperate attempt at manipulation and attention seeking. Good PR is an art that is every bit as demanding at anything in the CG or programming world.
This is not a personal attack, this is me trying to give you a feedback to be more effective in your PR campaigns.

I donā€™t PR. I BPR.
MILLIONS OF DEVELOPER DOLLARS FOR BLENDER - (there is quite a bit of seed money out there for VR)
:smiley:

Sounds like an opportunity, Focus the hell out of your coding skills and see if you can tap into some of that. And truth be told I do think that in 10 years a VR interface might be part of the 3d modeling process. But that will depend on who lays down the roots where and how they do it.

BPR, look at how far your python scripting skills have come from when you started wrectified. It takes time to learn a new skill, but you clearly are capable of it. Donā€™t sell yourself short. Maybe the jump to C/C++ is a bit much, but the python you use in the game engine is remarkably similar to the python used in bpy. Just try getting your feet wet with bpy stuff, youā€™ll pick it up really quickly.


is this a gimmic