Hi guys :)
I have being trying without much success to search for an algorithm to perform
bridging between vertices rings... I have heard about a modified Bresenham
rasterizer to perform this O.o but I cant find any resource regarding this...
did you have a clue?
Thanks in advance.
_
Oh yes thanks, I saw it and is quite powerful, but I'm trying to learn the
theory behind it, the language independent code...
Cheers
De: Peter K.H. Gragert
Para: Raul Fernandez ; bf-blender developers
Enviado: miércoles 7 de septiembre de 2011 17:58
A
Thanks a lot! yes, also convex hull algorithm may work too ;)
Cheers!!!
De: Sergey Kurdakov
Para: Raul Fernandez ; bf-blender developers
Enviado: miércoles 7 de septiembre de 2011 19:15
Asunto: [Bf-committers] bridging faces algorithm
Hi Raul,
I think
Thanks Bart, is suspected it was not universally applied but is a nice
implementation though ;)
De: bartius crouch
Para: bf-blender developers
Enviado: miércoles 7 de septiembre de 2011 21:01
Asunto: Re: [Bf-
Thanks Bart, I suspected it was not a general solution but is still a very nice
implementation, Cheers
De: bartius crouch
Para: bf-blender developers
Enviado: miércoles 7 de septiembre de 2011 21:01
Asunto: Re: [Bf-committers] bridging faces algorithm
On Wed,
Just a feature difference: - merging unconnected geometry, but no fundamental
difference :P
Cheers
De: pete larabell
Para: bf-blender developers
Enviado: jueves 22 de septiembre de 2011 17:42
Asunto: Re: [Bf-committers] Blender developers IRC meeting notes, 18
@Nicholas
I saw with great pleasure your recent development on Dynamic Sculpting, as my
lack of free time was preventing me to fulfill my promises with the Blender
community that have helped me so much in the past and I never forget that, so I
have being carrying with a conscience burden every
Hi guys
Some time since my last invite to my blog, I have uploaded there a paper I was
working few month ago for SIGGRAPH 2011 regarding UnlimitedClay, it explains
few interesting things if you want to deepen in it
I hope this small contribution will be of some value, especially for you
Nichol
Is interesting a full unbiased solution to motion blur can be instead or
sampling (rendering) a point in time scene (static) to fully sample(in a random
or pseudo random) way an interval scene (like the aperture size of the camera)
though this may be more efficient in terms of required sampl
Hi all :)
I have started to implement the surface generator from the particles,
currently I'm on early stages and I get pretty crude and slow results,
but is working :) There's a lot of things that I need to investigate also
so will be very wellcome papers and resources.(for example fast surfacin
Hi :)
> Hello again,
>
> I made some significant progress with the fire simulation system i
> announced here earlier, thanks to the help of jahka, who convinced me
> to integrate this into the particle system. Particles now form the
> basis of the fire's flames, so we can uses them to further simu
Hi :)
Thanks for the very fast repply !
@LetterRip
Yes, I'm using a marching cubes algorithm and also have implemented the
marching tetraedrom wich I have tested also , and while generate more
precise surfaces is also slower, so i guess it could be left as a quality
option for the user :)
>
Hi everyone :)
Thanks to all for the suggested resources , they where of great help
I'm progressing a lot in the surfacing , I have implemented a spatial
hash structure for boundless marching cubes acceleration that is working
ok
should I implement it as a new BLI_hash file or just inside th
Hi all
Last nigth I have finishing implementing the surface refinement for
particles, this allow to increase the resolution of the mesh for smoother
surfaces. I still need to redefine my current surface evaluation from
particles because I´m getting the wrong isosurfaces but still I could
show you
Hi everyone :)
After a sleepless nigth I have finally fully implemented the particle
surface generator core :)
Many improvements and optimizations are remaining but the hard part is
done , the fun starts now :)
though is still heavily unoptimized it still performs at the same level
of instanc
Ops!
> Also i would like to implement a caching system like Elbeem (could be
> resued here?) for baking the simulation without need to recalculate the
> implicit surfaces like the current Metaball implementations do.
I mean "reused" not "resued" :)
I guess "resued" could mean a dangerous w
Hi all :)
I have improved the particles surfacing algorithm and now it has a speed
boost over my previos implementation of an order of magnitude , and is
now near production ready, all of that without multithreading/OpenGL
optimizations :P , so in the future there's lot of room for further speed
Hi again
when I started this project Erwin wrote:
> We recently got a contribution of real-time SPH for Bullet, without
> the rendering, so if you come up with some good implementation under
> the ZLib license, we could use that within the BGE.
>
> (this SPH implementation is both for CPU and CU
Hi Erwin :)
> Hi Farsthary,
>
> So you implemented some iso-surface generation for SPH particles?
Yes, I have progressed a lot from my first attempts :)
> Sorry I've been busy with trying to get Bullet 2.76 out of the door (still
> more work),
> but I'm interested in your work.
>
Thanks a lo
Hi Aurel :)
> Isn't marching cube very trivial to parallelize?
>
It should because cell polygonization is independent one from another
but I have no experience in multithread programming in Blender, in what
feature/files already coded could I look to learn how it is done?
Thanks in adva
Hi all :)
las nigth I have implemented a buoyancy force for particle fluids that
will allow simulation of gas particles, not just liquids that are the
widespread solution, and since those parametters could be animated I
start imagine boiling watter ;)
visit my site for wispy smoke tests
Hi Lukas :)
thanks :)
> Have you thought about rendering gases yet? I guess this is a
> different challenge, since you cannot approximate gases by a sharp
> surface boundary (except for very stylized art perhaps). Point density
> texture might be the right answer, but you may have to add addit
Hi all :)
I spend the hole weekend squeezing a bit more optimizations for the
surface reconstruction from particles, I have implemented a marching step
only to the surrounding voxels that contains the surface (and not to
every surrounding voxels as before) also I have implemented corner value
reu
Hi all :)
Here's at last the first public patch of the Particle Fluids engine , this
means that still don't have included the particle surfacing because is
still a work in progress but the engine is pretty usefull in its current
state and particles could be rendered via splatting or using pointden
Hi all :)
thanks to community feedback I have solved an initialization bug in the
particle fluids code, here's the updated patch:
http://www.pasteall.org/11270/diff
is important to test this feature now before Jahka start reviewing and
committing it. I provide test files in my site:
http://f
Hi all :|
> Hi all,
> I've been watching 2.5 evolving and I feel the (one size fits all ..
> experimental physics code) soft body module has been replaced by the far
> better cloth module at the hot spots. ( Thanks will go to janne and daniel
> )
Is good that one module function overlaps another
Hi all :)
Just a quick update:
I'm working with Jahka refining the final patch, thanks to its feedback abd
the users feedback I will modify several things in the final patch, like
default values and remove some small things that are in future particle
system design roadmap.
Next week when
Hi Thomas :)
Thanks for the links! I will review it as soon as I get connected again.
the SPH implementation is quite powerfull and easy to extend, hopefully
Blender will have soon an SPH framework.
Cheers Farsthary
> Sorry I forgot the link to the
Hi all :)
Thanks to Jahka review and advices I have corrected the particle fluids
patch and have simplify it for better integration. Also I have discovered
and solved an important bug in the multi-fluids interaction that cause
strange behavior in fluids.
here you will find the new patch:
http://
Hi all :)
WARNING: this email is not targeted to anybody in particular, is just my
opinion and I like to learn from my mistakes :)
I think is good to think in all threat possibilities that could arise in
the future but I really don't understand all the paranoia that has being
awaken toward Blende
Hi all :)
Thanks to Blendiac aid now there`s several particle fluids video
tutorials uploaded.
Though things has changed from the time I record those videos, the
workflow and remain very similar and from watching it users could grasp
how is working with particle fluids.
I also provide a video
Hi all
Did someone have found something similar before on volumetrics?
Tinkering with volumetric solids I have found that could be used for
cartoon shading also.
check my site for more details:
http://farsthary.wordpress.com
Regarding fluid particle status Jahka has given an incredib
Hi :)
+1 Agree, for non devs talking in decimal terms diminish the wow factor ;)
so 2.49, 2.50, 2.51 , etc hide the huge change Blender have experienced.
Is better a versioning system that reflect the magnitude of changes:
Major Version . Minor Version . Bugfixes
Major Version represen
Hi Janne :)
Starting the documentation I have exhaustive tried the commit and have
found several issues, hopefully I have the solution for two or the three
problems I have found.
First the moving fluid emitter:
when you play a fluid sim and start moving emitter particle fluids
inherit th
Hi all :)
When you play a fluid sim and start moving the emitter, particle fluids
inherit the moving emitter speed which is not a desired feature and a
second bug caused from the previous code was the ignore of the absolute
particle velocity Damp factor.
Here's the patch (is fairly simple, just
The first email was intended for Jahka only and the second for the list,
by accident I sended both at the same email :(
I apologize for that and sorry
for triple posting.
Regards Farsthary
Hi all :)
Stability is one of the most desired feature of a simulation and in
particle systems is a must have. The particle fluids exhibit random
explosions (which I think could be reduced because in older SVN
revisions that doesn't happen) and in general the particle systems have
a leaking trou
Videos are now uploaded, check my site
http://farsthary.wordpress.com
and here is the patch:
http://www.pasteall.org/12304/diff
cheers Farsthary
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>
> Raul,
>
> The videos are set to private.
>
> -Sean
>
Ops! sorry, I have changed to public, hope it works now!
Thanks!
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Hi all :)
Some time ago I have coded a group aslayer patch that suffer from several
small drawbacks, mainly in the GUI part and not in the conceptual
level. Also I must confess that my previous patch was awfull to review and
apply :P
So I take some time to rewrite it from scratch and improve it
I hope I'm wrong and is something I have missed from the "Security"
discussion but is leading to dangerous thougths Dropping python?!?!?!
Python support has being one of the best steps Blender has ever made, even
before the industry standard packages start considering python (when each
one imp
Is time to end up this security discussion: paperware is very beautiful
but never leave the planification phase.
The pro-security team could work on a prototype that could shut up the
rest of us that think this discussion is getting in the way, meanwhile,
the rest of us could continue improving b
> Raul Fernandez Hernandez wrote:
>> Is time to end up this security discussion: paperware is very beautiful
>> but never leave the planification phase.
>> The pro-security team could work on a prototype that could shut up the
>> rest of us that think this discu
Hi all
I'm currently developing/researching a spatial hashing structure as an
alternative to the particles kdtree, hashing has several advantages over
hieraquical data structures like trees like O(1) insertion, and linear
worst case queries (and other drawbacks) that's why I'm investigating
if
Hi there
> I know resources are limited but what is to stop a few from starting a
> branch and exploring this very interesting area? I could see it as
> being a nodal extension of the game engine. I do admit to knowing very
> little about this subject but that is what it looked like in that
> SUPE
Hi :)
Thanks for the links, sadly i could not access googlecode (is part of
the embargo issue) and also the sourceforge issue remain ... I haven't
being able to download a single bit from them.
Anyway, thanks, I have performed several test and hashing will not
provide much more advantage over
r:
> http://www.torproject.org/index.html.fr
>
> Maybe it can help.
>
>
> 2010/5/10 Raul Fernandez Hernandez :
>> Hi :)
>>
>> Thanks for the links, sadly i could not access googlecode (is part of
>> the embargo issue) and also the sourceforge issue remain ... I
Hi
I generate the Makefiles and the CodeBlocks files with CMake without
problems but when I compile the project in Codeblocks I get this errors
C:/Blender_Build/blenderSVN/intern/ghost/./GHOST_Types.h:45: error:
`__int64' does not name a type
mingw32-make.exe[1]: Leaving directory `C:/Users/Ra
Hi all :)
Well, this is another code surprise I have prepared for the community ...
I fell in love with 3D Coat Voxel Sculptig and with Sculptris dynamic
tesselllation on the fly , both approaches , although very different
under the hood tackle the same problem: artistic freedom and unlimited
Hi all
Lapinou have upload a new video I have send him of dynamic sculpt
tessellation with few improvements.
http://farsthary.wordpress.com
I will soon release the code and or integrate this feature in my
experimental branch.
At that point I will preciate the review and aid of an expe
Hello Ian
> Hello all,
>
> I did a quick writeup of my experience creating a custom modifier. It
> doesn't do anything but printf when its added to an object, but hopefully
> this post can prove useful to new devs (such as myself ^_^)
>
> http://enja.org/2010/05/24/blender-creating-a-custom-modifi
Hi all :)
I'm about to commit to my branch the Unlimited clay feature for
sculpting, but I'm getting troubles trying to set up the default value
for the new property brush.detail, in the RNA the range is 0.05-1.f where
0.05 subdivide a lot the mesh and 1.0 is quite rough so the default vaue
shoul
Hi :)
Thanks for the really quick repply ... yes, I think I will commit without
the default value and then an experienced dev could do that, after all is
what open source is about ;)
The default value of 0.05 is very dangerous because it subdivide a lot
the mesh, so 0.25 is a safer value.
I will
Hi guys!
I finally committed the unlimited clay feature to my branch: it have
several design desitions that should be discussed later like the exposing
the mesh tools (though I think are rigth ;) )
A warning: it dosen't work with multires currently, seems that multires
don't initialize few fiel
and here's the patch
http://www.pasteall.org/13481
Cheers Raul
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aul, those are actually saved in the B.blend.c file
>>>> (/blender/source/blender/editors/datafiles and you would need to
>>>> generate a new compilable default blend file using the datatoc.py
>>>> script included in release
>>>>
>>>>
?
>>
>> cheers
>>
>> Daniel Salazar
>> www.3developer.com
>>
>>
>>
>> On Mon, May 31, 2010 at 3:04 PM, Raul Fernandez Hernandez
>> wrote:
>>>
>>> and here's the patch
>>>
>>> http://www.pasteall.org/13
Hi
I have committed the default value fix, thanks! now should be better
I will try to post today a basic tutorial and explanation on how it works
Cheers Farsthary
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htt
> There are several places in the code that do not compile with MSVC because
> it does not allow you do declare variables after the beginning of a block.
>
> For example there are many places where EditMesh* is declared. I'll
> commit
> the code that doesn't compile for me, then after that I'll co
Yesterday I have committed a new patch that add a new property to the
unlimited clay: smoothness, that controls the subdivission smoothness
here's the patch:
http://www.pasteall.org/13522/diff
@Letterip: Oh, I will need to apply tose fixes too :)
Cheers Farsthary
properly free the editmesh resources on each creation (should be better
memory wise now)
and also applied the fix that Letterrip do regarding extending the
sculpt flag from short to int.
Index: source/blender/editors/sculpt_paint/sculpt.c
==
Hi all :)
Thanks to the help of Nicolas Bishop I was able to implement Unlimited
clay in realtime :) Still I have to improve it to make it usable at high
polycounts but is definatelly a step in the rigth direction and the main
missing feature.
Lapinou will soon update my blog with a third video
Hi all
A quick status report with good and bad news:
The good first :P
I'm ready to commit when I get connected again the new patch that add
the possibility to get realtime feedback as the user subdivide the mesh,
I have set it as an option, becasue as I have feared for high polycounts
is stil
Hi all
This weekend I have made several performance tests and the bottleneck are
in this functions:
make_editMesh()
load_editMesh()
free_editMesh()
BLI_pbvh_build_mesh()
those are the more time consuming parts
I will try to move outside the make_editMesh() and free_editMesh() if I
find a way to
Hi Nicholas :)
> Hi,
>
> I think here neither the Mesh data structure nor EditMesh data
> structure is exactly what you want. Exactly the structure that you do
> want is a little harder to say of course :) Depends on how the mesh is
> being subdivided by unlimited clay.
>
I was suspecting someth
Hi all :)
I really like the idea about meettings for new devs, though I feel some
envy because anything that smell to live, chat, internet is science
fiction to me :) and that brings me the question about a strong offline
support:
What about a good offline reference, tutorials, even a book (
Hi all :)
Currently the particle system support 3 integrators types (in english
integrators are what actually advance particles in space and time)
and for many users that´s the kind of options that fall under the
I-always-will-use-the-default-value category,
and while for many set ups different
Hi Jahka :)
> The overall idea looks nice, but the patch isn't complete. For example the
> oldpos and diff vectors aren't declared anywhere and oldpos isn't even
> defined in the patch. Besides isn't oldpos just pa->prev_state.loc?
Ops! sorry, is that I have deleted manually some parts for bett
Hi Ishan
> Hi all,
>
> Let me start by thanking you all for the development of such a great
> software. Blender has been a life saver for me many a time. Having said
> that, I think Blender has a lot of scope for improvement, mainly on the
> performance side. A lot of commercial software in 3D mod
Hi again Ishan
I recommend you start with a very narrow project, even if you have lot
of skills in GPU programming, from all of the proposed areas choose
first the smaller/simpler one and go ahead, then if you succeed go for
bigger shots.
You will get here all sort of recomendations because vi
Hi all :)
Thanks to mcmacsurfer feedback I could spot the bug in the verlet
integrator and the solution was quite simple also, I was using the
pa->prev_state.co but aparently that state is modifyed/used in several
parts of the particle pippeline so changes in it could lead to strange
particle be
Hi :)
+1 for me, my early experiments in unbiasing Render Internal with
pathtracing, and also Final gathering clearly shows the limitations of
the current shading system and prevent advaced rendering techniques and
scalability without a bunch of hack.
With the new proposal everything will be re
Hi all :)
Searching to add spring forces for the fluid particles I end up with a
nice patch that adds also spring force as a new general force type that
could be used like any other blender force: for objects, particles, etc.
Needless to say the importance and wide use cases for spring forces in 3
allowing a wide range
of interesting effects.
> On Mon, Dec 14, 2009 at 7:55 PM, Raul Fernandez Hernandez
> wrote:
>> Hi all :)
>>
>> Searching to add spring forces for the fluid particles I end up with a
>> nice patch that adds also spring force as a new general fo
Hi :)
> Hi Raul ,
> hum .. still missing the point
> to me it looks like a force field ( potential ) .. having a minimum
> at R ( which you define as rest length )
Yes, that's the potential energy of the hook's force, there's nothing
troublesome there :)
> So..
> 1. what is the point in h
Hi BM
> These features are in soft / cloth but handled in a context specific way.
> I'd like to see them i a larger, more general framework.
> For cloth ( hair is even worse ) i am not sure if it works since it
> must use topological properties of the mesh for untangling and such,
> but borders
> Hi all,
>
> I'd like to propose that after the 2.6 series completes that we start
> scheduling patch review and perhaps have a development focus.
>
> My thoughts were to have a 1 or 2 month rotating cycle where we focus
> on one area of Blender and try and bring that area to be the industry
> l
Hi all :)
Thanks to Jahka feedback where he told me that he suspected that the
current harmonic force acts in a similar way that my spring
implementations I have performed some research and he is rigth, just
that the harmonic force don't consider a rest length parametter.
So I have merged b
Hi
> I think this plan could work, but only if the BF invested funds in
>paying relevant developers for the duration of each cycle. I think
>this is effectively what the open movie projects accomplish, without
>the requirement that the new features must be tested in production of
>
>Joe
Why n
Have a nice christmas
Raul Fernandez
(Farsthary)
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and
especially well with the upcomming Fluid particles.
Hope you like :)
Raul Fernandez
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Hi all :)
Congratullations and Happy New Year!
I spend the whole day yesterday fixing old buggs in the volumetric code
regarding Multiple Ligth Scattering since it was not behaving as should
do.
I also have made a few performance improvements to the code, like for
example, in many places wher
Hi :)
> Also, in my experience, letting the BSDF compute the wo must be done with
> care. It is not a good idea to let the BSDF have its own independent
> sample
> generator. If two different BSDF sample generators are corelated for
> several
> consecutive paths, this can (and generally will) prod
Hi Lukas
+1 I found very interesting your proposal and while the current
simulator and volumetric rendering could achieve very cool fire effects I
think a dedicated simulator will be much more artist friendly and usefull,
so go ahead! is a very nice project.
Cheers
Hi all :)
Previously, when I show the mixing fluids feature of fluid particles I
only sowed the physical behavior of the mixing fluids and as was pointed
by Daniel Genrich , it still missed mixing mixable fluids or diffusion.
Well, the good news is that properties diffussion is pretty
straigth
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