Blender GSoC 2011 Edition

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Borgleader
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Blender GSoC 2011 Edition

Post by Borgleader » Tue Aug 09, 2011 9:18 am

http://www.blendernation.com/2011/08/08 ... rNation%29

New UV editing tools to make our lives just that much easier. It just made my day!
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Doug Armand
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Re: Blender GSoC 2011 Edition

Post by Doug Armand » Tue Aug 09, 2011 11:42 pm

That does look good - my UV mapping is normally crap so any help I can get is always good. Thanks for the heads up
Doug

Doug Armand

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Headroom
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Re: Blender GSoC 2011 Edition

Post by Headroom » Wed Aug 10, 2011 12:22 am

These things would be cool to have in Blender. The problem seems to be though that in the past many of the GSoC projects despite being very promising really did not make it into the main trunk at all.

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dougal2
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Re: Blender GSoC 2011 Edition

Post by dougal2 » Wed Aug 10, 2011 12:24 am

I'm pretty sure that previous failure to integrate work has been addressed this time. There is a well organised branching strategy in use on the codebase (codename "salad"), and as I understand it working towards v2.6 will involve merging in work from all these branches as new features.

I for one hope they make it in the final release, there's lots of cool new stuff being developed :)

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Borgleader
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Re: Blender GSoC 2011 Edition

Post by Borgleader » Wed Aug 31, 2011 7:07 am

http://www.blendernation.com/2011/08/30 ... -to-trunk/

Some of the GSoC stuff has been merged already! Hope others will follow soon!
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Headroom
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Re: Blender GSoC 2011 Edition

Post by Headroom » Thu Sep 01, 2011 1:54 am

It appears they (who ever "they" are) are doing a very good job with this release cycle of integrating new functionality into Blender.

I am mostly looking forward to see future speed improvements for the compositor though. If you do a focal blur (defocus node) it's really slow and if you get aliasing artifacts you need to enable "full sample" for antialiasing. You better get some coffee then! My current little animation take 4-5 times as long to render just because of that.

It would be really nice to have the image(s) from Indigo fed back into Blender to be able to do some compositing and sequencer work in Blender.

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Borgleader
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Re: Blender GSoC 2011 Edition

Post by Borgleader » Thu Sep 01, 2011 2:01 am

It's probably possible to do so, might be worth looking in to. I agree that GPU accelerated compositor is one of those really cool features that are coming up. I'm mostly looking forward to the ones related to UV unwrapping because it's one of those things I find to be really tedious.
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dougal2
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Re: Blender GSoC 2011 Edition

Post by dougal2 » Fri Sep 02, 2011 1:19 am

Headroom wrote:It would be really nice to have the image(s) from Indigo fed back into Blender to be able to do some compositing and sequencer work in Blender.
You'll be pleased to hear that this is on the agenda of things to get done. I've already demonstrated it's possible with some test code, but for full integration we need to wait for a little further development on the Indigo side.

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Borgleader
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Re: Blender GSoC 2011 Edition

Post by Borgleader » Fri Sep 02, 2011 3:19 am

dougal2 wrote:
Headroom wrote:It would be really nice to have the image(s) from Indigo fed back into Blender to be able to do some compositing and sequencer work in Blender.
You'll be pleased to hear that this is on the agenda of things to get done. I've already demonstrated it's possible with some test code, but for full integration we need to wait for a little further development on the Indigo side.
yeeaahhhhh!!!!!!
benn hired a mercenary to kill my sig...

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Headroom
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Re: Blender GSoC 2011 Edition

Post by Headroom » Fri Sep 02, 2011 3:43 am

dougal2 wrote:
Headroom wrote:It would be really nice to have the image(s) from Indigo fed back into Blender to be able to do some compositing and sequencer work in Blender.
You'll be pleased to hear that this is on the agenda of things to get done. I've already demonstrated it's possible with some test code, but for full integration we need to wait for a little further development on the Indigo side.
After listening yesterday evening to the Blender podcast, only now do I fully realize what incredible feat the transition from 2.4 to 2.5 was/is. Not only does that apply to the core coders but also the the folks that had to completely redo their sometimes extensive scripts.

So a big THANKS again to you dougal2. I am more than pleased about what's down the road in Blender/Indigo land!

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Re: Blender GSoC 2011 Edition

Post by StompinTom » Fri Sep 02, 2011 5:21 am

I'm hoping the new render API will allow tighter/faster transfer of models between Blender and Indigo so that export time is cut down and more flexible things are possible!

Thanks so much, Doug!

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dougal2
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Re: Blender GSoC 2011 Edition

Post by dougal2 » Fri Sep 02, 2011 9:08 am

You're welcome guys, it's a pleasure to work with such cool software :)

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Borgleader
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Re: Blender GSoC 2011 Edition

Post by Borgleader » Tue Sep 06, 2011 10:11 am

http://code.blender.org/index.php/2011/ ... -round-up/
Roundup of all the GSoC projects!
Accepted projects in Blender 2.60 are marked with (A), submitted for review are marked (R), submitted for 2.61 are marked (A+).
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