Hi, sorry the interruption, but I couldn't hang myself... :)<br>How about to improve a way to get more speed in Sculpt Mode high resolutions? I Think that is one thing that really needs to be improved, IMHO. Some people told me Zbrush is a kind of 2.5D, and that is why it is faster then Blender sculpt, because it is like sculpting directly in the Normal map (since a resolution, may be, something like that) and not in the mesh. Sculpt Modifier? May be, I don't know. Unfortunately, I'm not a programmer! But would be great to have it working fast like Zbrush with high resolutions, right! With mask and specific local resolution on the model.<br clear="all">
<br>Cheers<br><br>Moraes Junior - aka mangojambo<br>3D Artist Animator<br>
<br><br><div class="gmail_quote">2009/3/30 joe <span dir="ltr"><<a href="mailto:joeedh@gmail.com">joeedh@gmail.com</a>></span><br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Oh and sorry if I sound negative. Most of the issues I'm taking have<br>
to do with internal blender code issues. I'm currently refactoring<br>
the mesh code, and I'd like to avoid people touching certain parts of<br>
that code without my input.<br>
<br>
If your proposal is approved, I'll have to coordinate with you on<br>
parts of the implementation, so our two efforts don't conflict. I<br>
could even be your mentor, though perhaps Brecht would be better for<br>
that.<br>
<font color="#888888"><br>
Joe<br>
</font><div><div></div><div class="h5"><br>
On Mon, Mar 30, 2009 at 1:56 AM, joe <<a href="mailto:joeedh@gmail.com">joeedh@gmail.com</a>> wrote:<br>
> I'm not sure if this is a good plan. . .my idea was that editmode<br>
> would use VBOs (since it draws a ton more then object mode) and object<br>
> mode would either use VBOs too or just vertex arrays. Streaming data<br>
> to the VBO in editmode would not be slow, so long as you only streamed<br>
> stuff that has changed.<br>
><br>
> Optimizing object mode is helpful, but it doesn't draw that much<br>
> compared to editmode, and imho not doing editmode negates much of the<br>
> benefits of using VBOs. Since editmode draws more and slows down<br>
> before object mode does, it makes sense to not do it first.<br>
><br>
> Joe<br>
><br>
> 2009/3/30 Aditya Vishwakarma <<a href="mailto:adi.vishwakarma@gmail.com">adi.vishwakarma@gmail.com</a>>:<br>
>> Hi,<br>
>><br>
>> thanks you all for the comments. I will modify my proposal to use vertex<br>
>> arrays + indices initially.<br>
>><br>
>> I was thinking that i would use VBOs only when blender in not in edit mode.<br>
>> Constantly moving data to and from GPU would degrade performance rapidly.<br>
>> Another problem with VBOs would be finding the upper limit of number of<br>
>> vertices that can be stored on the GPU. Since this is a user side issue, i<br>
>> would suggest that we make some sample scenes or design tests that would<br>
>> find out the upper limit of memory needed.<br>
>><br>
>> Besides having fair idea about drawing and fitting curves ( in our Graphics<br>
>> course), i don't have any idea how meshes are drawn in Blender.<br>
>><br>
>> I have assumed that Blender rendering pipeline would be : [do all work(which<br>
>> pixel to draw)] - [ apply transformations etc] - [draw vertices]<br>
>> I also assumed that i would mostly be redesigning the 3rd stage, and<br>
>> abstracting 2nd stage parts which have been mixed with the drawing code.<br>
>> Therefore, I frankly have no idea about how mesh is causing the problem<br>
>><br>
>> Thanking you<br>
>> Aditya<br>
>><br>
>><br>
>> On Sun, Mar 29, 2009 at 11:24 AM, joe <<a href="mailto:joeedh@gmail.com">joeedh@gmail.com</a>> wrote:<br>
>>><br>
>>> On Sat, Mar 28, 2009 at 9:28 AM, Brecht Van Lommel <<a href="mailto:brecht@blender.org">brecht@blender.org</a>><br>
>>> wrote:<br>
>>> > There is a certain complexity associated with this project, but I think<br>
>>> > it is feasible and has well defined targets. I've reviewed the proposal<br>
>>> > in the google web app, and I agree display lists are not what this<br>
>>> > project should focus on first, but rather using vertex arrays and then<br>
>>> > vbo's or display lists as a second speedup.<br>
>>><br>
>>> For VBOs, you'd have to have a system for incremental updates, which<br>
>>> is why I've stayed away from doing it myself (if you don't do that,<br>
>>> you might as well be using vertex arrays). I guess it is possible,<br>
>>> maybe the same way ccgsubsurf does incremental updates; compare vert<br>
>>> positions with a stored mesh state in memory to see if an update is<br>
>>> needed, and rebuild the arrays on topological changes.<br>
>>><br>
>>> ><br>
>>> > Further, I don't know what this DerivedMesh refactor is. Purely from the<br>
>>> > view of functionality it is working now without major defects. The code<br>
>>> > could definitely be cleaner and easier to understand, but I don't think<br>
>>> > that should hold back anything, especially since I don't know of any<br>
>>> > concrete plans to actually do this refactor. To me it is just a part of<br>
>>> > the Blender code that can be iteratively improved.<br>
>>> ><br>
>>><br>
>>> DerivedMesh can't handle ngons, so it's going to eventually need to be<br>
>>> modified for that. We've discussed this heavily in the past, and<br>
>>> agreed that we do need to refactor it at some point. Our short-term<br>
>>> plan for interfacing bmesh with DerivedMesh , is to tesselate ngons<br>
>>> into fgons (which basically means hiding internal edges of the<br>
>>> tesselation), and modify key modifiers (just subsurf at the moment, I<br>
>>> think) to convert that back to ngons. This approach tends to be<br>
>>> error-prone and slow, as we've seen with doing the same thing with<br>
>>> editmesh.<br>
>>><br>
>>> I don't think current DerivedMesh design has a future, so it'd be nice<br>
>>> if people didn't make things even more harder for when we do refactor<br>
>>> it (which I'll probably partly do myself, in small steps when bmesh<br>
>>> becomes stable).<br>
>>><br>
>>> Joe<br>
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>><br>
>><br>
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>><br>
><br>
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