<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"><html xmlns="http://www.w3.org/1999/xhtml"><head>
<meta content="text/html; charset=UTF-8" http-equiv="Content-Type"/>
<style type="text/css">.mceResizeHandle {position: absolute;border: 1px solid black;background: #FFF;width: 5px;height: 5px;z-index: 10000}.mceResizeHandle:hover {background: #000}img[data-mce-selected] {outline: 1px solid black}img.mceClonedResizable, table.mceClonedResizable {position: absolute;outline: 1px dashed black;opacity: .5;z-index: 10000}
</style></head><body style="">
<div>
Thank you (all) on behalf of thousands of Blender heads for working to improve Blender! 
</div>
<div>
 
</div>
<div>
I wish I could see how you create new functions, tools, modifiers from pieces of code. 
</div>
<div>
I have several other 3D apps, each fun to use and good at something. But I find Blender
<br/>the most interesting and fun....can't get enough of it. 
</div>
<div>
 
</div>
<div>
Awesome! =)
</div>
<div>
 
</div>
<div>
<br/>On November 28, 2012 at 8:48 PM Brecht Van Lommel <brechtvanlommel@pandora.be> wrote:
<br/>> Hi,
<br/>>
<br/>> I'm still busy with bugfixing for 2.65 for a few weeks, but for 2.66
<br/>> I'm currently thinking about working on these features:
<br/>>
<br/>> * Displacement: finish true displacement / autobump
<br/>> * Combo BSDF / Ubershader: single node with diffuse, glossy,
<br/>> transparent for ease of use.
<br/>> * OSL: tiled image cache support, optimizations
<br/>> * Multiple importance sampling for lamps
<br/>>
<br/>> None of these are really big (although not so simple either), instead
<br/>> I'd like to focus on laying ground work for the releases after 2.66,
<br/>> refactoring code and working out designs. We can start preparing code
<br/>> and implementing some stuff, to then actually polish & enable it in
<br/>> one of the next releases.
<br/>>
<br/>>
<br/>> One big thing that will need work is our geometry / BVH code. We'll
<br/>> need to support more primitives: hair curves/lines, quads and maybe
<br/>> quad grids for more efficient storage of subdivision surfaces. All of
<br/>> those will then also need to support deformation motion blur
<br/>> eventually. And we'll also want to refactor our BVH code to better
<br/>> support SSE optimizations. These things add complexity and need
<br/>> refactoring in many places: our export code, BVH building and
<br/>> traversal and path tracing kernel. After the basics are there, for one
<br/>> of the next releases we can focus on finding efficient BVH building
<br/>> and ray intersection algorithms for hair and deformation motion blur,
<br/>> getting it work on GPU, and actually enabling the code.
<br/>>
<br/>> The other big one is volumetric rendering. I'll look at the volumetric
<br/>> rendering patch, and think about how it all fits our design, see how
<br/>> it fits in our path tracing kernel and maybe do some work there to get
<br/>> the volume rendering features extracted from the volume patch. In one
<br/>> of the next release we can then actually enable it and evaluate how to
<br/>> best do light sampling, and add support for voxel and point cloud
<br/>> textures.
<br/>>
<br/>> Also a note about the subdivision support in Cycles, my intention is
<br/>> to drop this. I think it's better to focus on trying to improve the
<br/>> modifiers in Blender and get efficient export, to avoid duplicating
<br/>> code. Our current subdivision code is only approximate, doesn't
<br/>> support triangles, creases and UV/color interpolation. The algorithms
<br/>> there I don't know how to extend well, better to look at OpenSubdiv
<br/>> for the Blender modifiers once.
<br/>>
<br/>> Thanks,
<br/>> Brecht.
<br/>> _______________________________________________
<br/>> Bf-cycles mailing list
<br/>> Bf-cycles@blender.org
<br/>> http://lists.blender.org/mailman/listinfo/bf-cycles
</div>
</body></html>