[Bf-committers] bridging faces algorithm

2011-09-07 Thread Raul Fernandez
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. _

Re: [Bf-committers] bridging faces algorithm

2011-09-07 Thread Raul Fernandez
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

Re: [Bf-committers] bridging faces algorithm

2011-09-07 Thread Raul Fernandez
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

Re: [Bf-committers] bridging faces algorithm

2011-09-07 Thread Raul Fernandez
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-

Re: [Bf-committers] bridging faces algorithm

2011-09-07 Thread Raul Fernandez
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,

Re: [Bf-committers] Blender developers IRC meeting notes, 18 september 2011

2011-09-22 Thread Raul Fernandez
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

[Bf-committers] From Farsthary :)

2011-10-17 Thread Raul Fernandez
@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

[Bf-committers] Dynamic subdivision sculpting (Unlimited Clay) paper

2011-10-17 Thread Raul Fernandez
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

Re: [Bf-committers] Cycles movement blur

2011-11-15 Thread Raul Fernandez
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

[Bf-committers] Surface from particles (Farsthary)

2010-01-21 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] flame density sampling problem

2010-01-21 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Surface from particles (Farsthary)

2010-01-21 Thread Raul Fernandez Hernandez
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 :) >

[Bf-committers] Surface particles update

2010-01-27 Thread Raul Fernandez Hernandez
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

[Bf-committers] Particle surfaces update

2010-01-28 Thread Raul Fernandez Hernandez
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

[Bf-committers] Particles surface core is done :) !!!!

2010-01-30 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Particles surface core is done :) !!!!

2010-01-30 Thread Raul Fernandez Hernandez
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

[Bf-committers] Particles surfacing speed boost :)

2010-02-06 Thread Raul Fernandez Hernandez
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

[Bf-committers] Particle surface reconstruction (Farsthary)

2010-02-06 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Particle surface reconstruction (Farsthary)

2010-02-06 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Particles surfacing speed boost :)

2010-02-07 Thread Raul Fernandez Hernandez
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

[Bf-committers] Particle fluids buoyancy... wellcome gases :)

2010-02-10 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Particle fluids buoyancy... wellcome gases :)

2010-02-12 Thread Raul Fernandez Hernandez
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

[Bf-committers] Particle fluids update

2010-02-15 Thread Raul Fernandez Hernandez
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

[Bf-committers] Particle Fluids engine patch at last! (farsthary)

2010-02-23 Thread Raul Fernandez Hernandez
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

[Bf-committers] Bugfixed Particle fluids patch

2010-02-25 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] I'd like to kill the soft body module

2010-03-03 Thread Raul Fernandez Hernandez
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

[Bf-committers] Particle fluids status

2010-03-11 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Unified physic simulation (Lagrangian)

2010-03-18 Thread Raul Fernandez Hernandez
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

[Bf-committers] Particle Fluids Engine corrected patch

2010-03-18 Thread Raul Fernandez Hernandez
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://

[Bf-committers] Blender security paranoia

2010-03-23 Thread Raul Fernandez Hernandez
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

[Bf-committers] Particle fluids videos uploaded

2010-03-23 Thread Raul Fernandez Hernandez
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

[Bf-committers] Volumetrics for cartoon shading? and fluid particle status

2010-04-01 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] version naming

2010-04-06 Thread Raul Fernandez Hernandez
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

[Bf-committers] From Farsthary moving colliders patch

2010-04-08 Thread Raul Fernandez Hernandez
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

[Bf-committers] Patch to SPH particles moving emitter issue

2010-04-08 Thread Raul Fernandez Hernandez
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

[Bf-committers] Small apologize

2010-04-08 Thread Raul Fernandez Hernandez
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

[Bf-committers] Sub frame calculations for particle systems done!

2010-04-09 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Sub frame calculations for particle systems done!

2010-04-09 Thread Raul Fernandez Hernandez
Videos are now uploaded, check my site http://farsthary.wordpress.com and here is the patch: http://www.pasteall.org/12304/diff cheers Farsthary ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender

Re: [Bf-committers] Sub frame calculations for particle systems done!

2010-04-09 Thread Raul Fernandez Hernandez
> > Raul, > > The videos are set to private. > > -Sean > Ops! sorry, I have changed to public, hope it works now! Thanks! ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

[Bf-committers] Improved Group restriction patch (previous Group as layer patch)

2010-04-28 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] "Security" gets in the way

2010-04-28 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] "Security" gets in the way

2010-04-29 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] "Security" gets in the way

2010-04-29 Thread Raul Fernandez Hernandez
> 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

[Bf-committers] Spatial hashing

2010-05-07 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] The final step that Blender needs to take in order to become fundamentally perfect

2010-05-10 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Spatial hashing

2010-05-10 Thread 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 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

Re: [Bf-committers] Spatial hashing

2010-05-10 Thread Raul Fernandez Hernandez
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

[Bf-committers] Compiling Blender on CodeBlocks/MinGW

2010-05-21 Thread Raul Fernandez Hernandez
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

[Bf-committers] Dynamic Sculpting Tessellation (Sculptris main feature) in Blender (Farsthary)

2010-05-22 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Dynamic Sculpting Tessellation (Sculptris main feature) in Blender (Farsthary)

2010-05-24 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] documented creating a custom modifier

2010-05-25 Thread Raul Fernandez Hernandez
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

[Bf-committers] a quick question

2010-05-31 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] a quick question

2010-05-31 Thread Raul Fernandez Hernandez
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

[Bf-committers] Unlimited Clay committed

2010-05-31 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Unlimited Clay committed

2010-05-31 Thread Raul Fernandez Hernandez
and here's the patch http://www.pasteall.org/13481 Cheers Raul ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] a quick question

2010-06-01 Thread Raul Fernandez Hernandez
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 >>>> >>>>

Re: [Bf-committers] Unlimited Clay committed

2010-06-01 Thread Raul Fernandez Hernandez
? >> >> 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

Re: [Bf-committers] Unlimited Clay committed

2010-06-01 Thread Raul Fernandez Hernandez
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 ___ Bf-committers mailing list Bf-committers@blender.org htt

Re: [Bf-committers] Unlimited Clay committed

2010-06-01 Thread Raul Fernandez Hernandez
> 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

Re: [Bf-committers] Unlimited Clay committed

2010-06-02 Thread Raul Fernandez Hernandez
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

[Bf-committers] farsthary-branch small commit

2010-06-02 Thread Raul Fernandez Hernandez
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 ==

[Bf-committers] Realtime unlimited clay

2010-06-08 Thread Raul Fernandez Hernandez
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

[Bf-committers] Unlimited clay status

2010-06-11 Thread Raul Fernandez Hernandez
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

[Bf-committers] unlimited clay - Arch questions

2010-06-14 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] unlimited clay - Arch questions

2010-06-14 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] meetings for new developers

2009-11-20 Thread Raul Fernandez Hernandez
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 (

[Bf-committers] Verlet integration patch (Farsthary)

2009-11-21 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Verlet integration patch (Farsthary)

2009-11-23 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] GPU computing

2009-11-24 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] GPU computing

2009-11-24 Thread Raul Fernandez Hernandez
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

[Bf-committers] Fixed bug of Verlet integrator (Farsthary)

2009-11-30 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Shading System Proposals

2009-12-01 Thread Raul Fernandez Hernandez
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

[Bf-committers] New force type patch: Spring (Farsthary)

2009-12-14 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] New force type patch: Spring (Farsthary)

2009-12-15 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] New force type patch: Spring (Farsthary)

2009-12-16 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] New force type patch: Spring (Farsthary)

2009-12-17 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Development plan proposal for after the 2.6 series

2009-12-17 Thread Raul Fernandez Hernandez
> 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

[Bf-committers] Unifying Spring with Harmonic force (Farsthary)

2009-12-17 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Development plan proposal for after the 2.6 series

2009-12-18 Thread Raul Fernandez Hernandez
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

[Bf-committers] killer feature: multifluid interactions for fluid particles done! (Farsthary)

2009-12-24 Thread Raul Fernandez Hernandez
Have a nice christmas Raul Fernandez (Farsthary) ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

[Bf-committers] Sticky particles (or sticky surfaces) patch (Farsthary)

2009-12-30 Thread Raul Fernandez Hernandez
and especially well with the upcomming Fluid particles. Hope you like :) Raul Fernandez ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman

[Bf-committers] Multiple Ligth Scattering buggs correction (Farsthary)

2010-01-02 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] Shading System Proposals

2010-01-05 Thread Raul Fernandez Hernandez
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

Re: [Bf-committers] fire simulation

2010-01-07 Thread Raul Fernandez Hernandez
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

[Bf-committers] Particle diffussion or mixing fluid properties

2010-01-12 Thread Raul Fernandez Hernandez
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