Bliblubli,
Thanks for the update. I will start now going through course.
Bliblubli,
Thanks for the update. I will start now going through course.
The all-in-one pack has been updated right now with all the latest changes.
The course has been updated with a bonus part to give quick basics about programming to make it easier to read and write code It’s already available for all students.
You will learn the basics about:
IMHO it would be interesting to introduce some specific (or usual) computer graphics programming patterns in the course as well
What do you think?
Awesome, thankyou.
Your welcome. The links and commands text file has been updated to correct an URL and I added some alternatives to the git command line for those wanting to use a UI. Some good links to help regarding coding have also been added
Thanks for the suggestion, here are some reason why I wouldn’t include that in the course:
If there is a lot of demand for more advanced programming skills from the artists community (which I doubt), I may propose a course for that. I think it’s good if their is some overlap in skills between programmers and artists, it’s what this course gives, but I think an artists will work better if he focuses on art. Forging a personalized version of your tool will give you a clear advantage compared to the many other artists available on the market, but if you want to stay productive, let the pro do the advanced programming
Cycles 2x faster and a curve to terrain modifier are already cool
Coming soon… The remove double modifier. Perfect for fixing meshes
My idea was not of course to master 3D graphics programming, nor reinventing wheels which is something that doesn’t happen (at least should not) too often in open source development. To learn how things work though, it’s not necessary to reinvent the wheel just as about you learn math theorems instead of creating your own ones daily.
It’s clear now this course is exclusively for artists and not programmers, I didn’t understand that at the beginning before you were launching it. I guess you said it’s for programmers that does not have experience with Blender source base.
Yes, of course. People already working with Blender’s source code already know how it works… But it’s a good sign you seem to find it too easy to make Cycles 2x faster and create a curve to terrain modifier and port all patches to 2.8 and mix features from different branches. It shows many people who think they can’t can join and have fun
If you already knew how to do all this, I can refund you and I ask myself why you didn’t did it before. If it’s because I manage to get powerful result with little code and explain things simply… I had a physic teacher who gave us a 2 day theory demonstration on many pages. That demonstration was wrong and I could write a correct one in 3 lines. If you want to pay people per line, that teacher would (and is sadly) paid a lot. If you want to learn something true, the 3 lines may makes ask you why you came at university, but I find it better.
I really spend a lot of time to reduce the lines of codes to a minimum so that anybody can step up. I’m happy if I reached that goal.
I guess you’re misunderstanding what I just say. I didn’t say it’s easy what you’re proposing, I guess I never wrote that, I’m just saying this course is shallow and does not explain how you reach such results. So a course for artists who can be happy of the results and less for programmers who want to dig more into it for a learning purpose.
I hope it’s clearer now.
Blender and overall 3d imaging are too complicated itself, to be a subject as a whole for that kind of course. You can study 3d graphics coding for months or years, same with Blender code. You can’t expect to have all of this explained in one course.
I am aware of this and that’s not what I am expecting. This doesn’t mean it’s impossible to create stuff to help developers to get nearer to Blender.
Of course it is possible but it would be muuuuuch longer course and I excpect it to be much more expensive.
I agree completed with ajarosz 3d graphics would be out scope of this course and just to big of subject to add. This course is excellent already covering a lot important subjects on building your on Blender e.g. building blender, tools, branches, adding and submitting patches, diff files, 2x Cycles performance and more.
This course is helpful, just it’s not intended to be for developers.
As a windows developer that works in 3d graphics. I found this course very beneficial. An expert developer like bliblubli go step by step and cover many areas of Blender development like building, tools, patches, diff files, modifiers, cycles performance, .etc. I have search for this information only found bits and pieces. To have all of this in one place is great and huge timesaver for me.
I definite recommend this course to developers that want to start working with Blender.
Your opinion, which also differ from his
Stuff about building, Git, patches, it’s something that might be unknown to you but it’s common practice in open source.
Some tools I agree are standard to open source. How it applies to Blender is new and their are specific problems encounter in Blender like fracture branch. Their is also sections with modifying and working with different Blender modifiers. Another subject of real interest to me was modifying cycles to improve 2x performance.
I also can vouch by the support that I have receive from bliblubli. I had a couple issue that came up and he was very quick with response and help.
Of course I start with the basics.
I would be happy to teach more, but programmers wanting to code path tracers already have good offer with PBRT.org and the likes. I think the number of artists willing to learn how to code a path tracer or the number of programmers willing to learn design patterns is very small.
But artists willing to: