[Bf-committers] water painting
Matt Ebb
matt at mke3.net
Sat Nov 27 05:14:19 CET 2004
On 27 Nov 2004, at 2:17 PM, Johnny Matthews wrote:
>> Why add a lot of special code to the 3D shading tree, when the
> watercolor effect
>> can be done so simply in 2D?
>
> Perhaps to move in a direction like this
>
> http://www.finalrender.com/products/products.php?UD=10-7888-35
> -788&PID=37
The original article ( http://www.levien.com/gimp/wetdream.html )
doesn't really have anything to do with this, it's talking about
techniques for laying down colours in digital painting (as in Painter,
Photoshop, etc, when you hold down the mouse and bits of colour
appear). It's not about natural media/illustration simulation in 3D
rendering like in FR (which would be very cool, but a completely
different topic).
I'm with Chris and Robert on this - while it's an interesting
experiment, as it stands, this is not so useful for Blender. It's
catering to an incredibly specific and minor niche - people who want to
paint their own textures in Blender AND have those textures (*not* the
final rendered output) simulate watercolour paintings. Texture painting
(and projection painting) within Blender is at such an abysmally
primitive stage that talking about specialised things like natural
media simulation is like talking about new steering controls for a
space shuttle when we're still riding horses and carts.
What could be more useful though is the more fundamental info here (
http://www.levien.com/gimp/brush-arch.html ) about brush and painting
models, and how to make them fast, flexible, compatible with tablets,
etc. Perhaps more of this sort of information would be useful for
Bjornmose - I know he's been experimenting with the paint in the image
editor in tuhopuu2.
Matt
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