New page: Brainstorming

This new page will allow me to have centralized the users requests, link to resources and original ideas/suggestions about my current projects that I know many of you have. Is like having a big pending todo list that without making promess, could help me to improve my projects. 😛
https://farsthary.wordpress.com/brainstorming/
Cheers to all 🙂

New page: Brainstorming

Slow learning steps

Hi all 🙂
I’m reloaded again 🙂 , at work I have a new email and a new internet account so no more fear of being offline for long times 🙂 , though not blazing fast, will allow me to continue working for Blender for several years 🙂
my new email is farsthary84@gmail.com

Regarding the Voxel Sculpting project, I’m very happy because I have to learn a lot from other areas like Blender UI and event system that at the end will give me deeper understanding of the Blender arquitecture. Joe is helping me a lot with my silly questions.
I still have to learn how to access from the UI to the parts of the new Object I have created, but things start to look ok. I have to point out that this screens don’t show the final look of the voxel objects in Blender. this is only an intermediate representation for debugging/experimenting. I plan to implement several drawtypes depending on the nature of the voxel object: scalars, vectors , etc.

Provisional voxel object representation
Provisional voxel object representation
Slow learning steps

Voxel Sculpting in Blender research

Hi 🙂

I recently started to gather information and research in order to implement for Blender some system for Voxel sculting, or free sculpting like 3D Coat has brought to light (though the term is nothing new). Currently I´m in very early stages so don´t expect to much for now, I just want to inform that I´m on the road and open to collaboration with other devs and of course any help from the community is always very appreciated and needed.

For this project volumetrics were an incredible experience (thanks to Matt Ebb and everyone) and in fact the voxel system I plan to implement (in a similar way that the GSOC 2006 Voxel proposal for Blender) should integrate/unify at final stages all the voxel data layout in Blender, for rendering (voxeldata textures) and simulation (smoke/fire) and provide means for handling very big datasets, potentially unlimited size (papers on this topic please!).

I want to thank also Joe for his help that could save me days of work figure out how to integrate my ideas in Blender 🙂 One cool thing about this project is that it has made me learn OpenGL and Blender viewport programming that I where avoiding till now because I thougth It was difficult, but not at all! 😉 In fact is very fun!

This project, like True volumetrics is very ambitious, so don´t expect it over nigth, also I have started to work now oficially in my University in an Education Technology group (making educational materials, multimedias,web, games, several resources and you know I will insert Blender there 😉 ) also I have pending other projects like integrating a true GI solution for Blender that will require synchronization with current projects like Raytrace optimizations and Matt Ebb plans on it.

But just like I said when I started developing volumetrics, I have the will and the interest to implement this for Blender.

Cheers

Pantallazo

Voxel Sculpting in Blender research