[Bf-docboard] Planning

Stefano Selleri bf-docboard@blender.org
Fri, 16 Apr 2004 10:51:09 +0200


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Ok, Now Part I and II are back!

Let's do some planning.
***WARNING LONG POST READ TO THE END :)***

I'm very happy that so many Enclish native speakers are willing to=20
check the grammar/spelling. Eric is already doing a big job in this
and, if he so wishes, he can coordinate the whole "reviewer staff"

What I wish to bring to your attention is the need for =
updating/expanding

The Book was written with 2.30 in mind, updated to 2.31 "since there was =
time"
and contains a chapter on new 2.32 features.

I don't have any XML of this latter chapter, only an RTF, which I might =
very well share
but Im unwilling to add that chapter to the new Doc tree.

I'd rather update the other chapters!

New 2.32 (and upcoming 2.33) features should impact little on Part I
hence a re-read and retaking few screenshots should be enought there.
I propose to wait for 2.33 and make a 2.31->2.33 transition.

Part II, which you now have, on the other hand has large impact!
Bevelling, ray shadows! ray tracing! Area Lights! Ambient Occlusion etc.

Part II will change a lot!

+-----------------------
I propose to keep Object mode chapter as it is (more or less)

+-----------------------
Edit Mode Chapter might be splitted in a 'Basic' and 'Advanced'
(aiting for better titles) where Basic should contain current sections:
Basic Objects
EditMode
Smoothing
Extrude
Spin
SpinDup
Screw
Warp

While Advanced:
Proportional Editing
Noise
Subdivision Surfaces
Edge Tools
Bevel

+-----------------------

Curves & Surfaces looks OK

I'm leaning towards making 'Meta Objects' a separate chapter here

+-----------------------
Materials and Textures should be splitted too in two chapters

Materials:
Diffusion
Specular reflections
Materials in practice
Multiple Materials
Special Materials
Ray trace reflections
Ray trace transparency

Textures:
Textures
EnvMaps
UV textures
Plugins

I'm not sure we really need the 'Solid & Hollow Glass section any more =
now :)

+------------------
Lightning too need lots of work. We need a 'Area Light' section
We need to add Ray-traced shadows for all lamp tipes (except Hemi)
Let's say:

Introduction
Lamp types (add Area)
Buffered Shadows (for spot)
Ray Shadows (For all)
Volumetric Light
Tweaking Light

+------------------
The Word and the Universe .... se notes!

+------------------

Notes:

Displacement Mapping poses me phylosophical problem
Ideally it is a texturing topic, but it displaces existing vertices =
only,
so looks to me somewhat more akin to a 'Special Modelling technique'
and should go in that Part as a full chapter... but on the other
hand vertices are moved only at rendering time! So it is not true =
modelling...
I must think on this and ask Ton a feature :)

Ambient Occlusion is in Word buttons, but i don't feel
it fits in world chapter. I thing a brand new chapter in the Rendering =
Part=20
is better.

Comments?

Stefano
------------------------------------------------------------------------
Ing. Stefano SELLERI - DET - Univ. of Florence - Via Lombroso 6/17
50134 - Firenze. T. +39-055-4796751. F. +39-055-4796767
------------------------------------------------------------------------


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<STYLE></STYLE>
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<BODY bgColor=3D#ffffff>
<DIV><FONT face=3DArial size=3D2>Ok, Now Part I and II are =
back!</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Let's do some planning.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>***WARNING LONG POST READ TO THE END=20
:)***</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>I'm very happy that so many Enclish =
native speakers=20
are willing to </FONT></DIV>
<DIV><FONT face=3DArial size=3D2>check the grammar/spelling. Eric is =
already doing a=20
big job in this</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>and, if he so wishes, he can coordinate =
the whole=20
"reviewer staff"</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>What I wish to bring to your attention =
is the need=20
for updating/expanding</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>The Book was written with 2.30 in mind, =
updated to=20
2.31 "since there was time"</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>and contains a chapter on new 2.32=20
features.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>I don't have any XML of this latter =
chapter, only=20
an RTF, which I might very well share</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>but Im unwilling to add that chapter to =
the new Doc=20
tree.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>I'd rather update the other =
chapters!</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>New 2.32 (and upcoming 2.33) features =
should impact=20
little on Part I</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>hence a re-read and retaking few =
screenshots should=20
be enought there.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>I propose to wait for 2.33 and make a =
2.31-&gt;2.33=20
transition.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Part II, which you now have, on the =
other hand has=20
large impact!</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Bevelling, ray shadows! ray tracing! =
Area Lights!=20
Ambient Occlusion etc.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Part II will change a lot!</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>+-----------------------</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>I propose to keep Object mode chapter =
as it is=20
(more or less)</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>
<DIV><FONT face=3DArial =
size=3D2>+-----------------------</FONT></DIV>Edit Mode=20
Chapter might be splitted in a 'Basic' and 'Advanced'</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>(aiting for better titles) where Basic =
should=20
contain current sections:</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Basic Objects</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>EditMode</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Smoothing</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Extrude</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Spin</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>SpinDup</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Screw</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Warp</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>While Advanced:</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Proportional Editing</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Noise</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Subdivision Surfaces</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Edge Tools</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Bevel</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial =
size=3D2>+-----------------------</FONT></DIV></FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Curves &amp; Surfaces looks =
OK</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>
<DIV><FONT face=3DArial size=3D2>I'm leaning towards making 'Meta =
Objects' a=20
separate chapter here</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial =
size=3D2>+-----------------------</FONT></DIV>Materials and=20
Textures should be splitted too in two chapters</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Materials:</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Diffusion</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Specular reflections</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Materials in practice</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Multiple Materials</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Special Materials</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Ray trace reflections</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Ray trace transparency</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Textures:</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Textures</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>EnvMaps</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>UV textures</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Plugins</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>I'm not sure we really need the 'Solid =
&amp; Hollow=20
Glass section any more now :)</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>+------------------</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Lightning too need lots of work. We =
need a 'Area=20
Light' section</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>We need to add Ray-traced shadows for =
all lamp=20
tipes (except Hemi)</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Let's say:</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Introduction</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Lamp types (add Area)</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Buffered Shadows (for =
spot)</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Ray Shadows (For all)</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Volumetric Light</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Tweaking Light</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>
<DIV><FONT face=3DArial size=3D2>+------------------</FONT></DIV>
<DIV>The Word and the Universe .... se notes!</DIV></FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>
<DIV><FONT face=3DArial size=3D2>+------------------</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV>Notes:</DIV>
<DIV>&nbsp;</DIV></FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Displacement Mapping poses me =
phylosophical=20
problem</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Ideally it is a texturing topic, but it =
displaces=20
existing vertices only,</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>so looks to me somewhat more akin to a =
'Special=20
Modelling technique'</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>and should go in that Part as a full =
chapter... but=20
on the other</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>hand vertices are moved only at =
rendering time! So=20
it is not true modelling...</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>I must think on this and ask Ton a =
feature=20
:)</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Ambient Occlusion is in Word buttons, =
but i don't=20
feel</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>it fits in world chapter. I thing a =
brand new=20
chapter in the Rendering Part </FONT></DIV>
<DIV><FONT face=3DArial size=3D2>is better.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Comments?</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Stefano</FONT></DIV>
<DIV><FONT face=3DArial=20
size=3D2>----------------------------------------------------------------=
--------<BR>Ing.=20
Stefano SELLERI - DET - Univ. of Florence - Via Lombroso 6/17<BR>50134 - =

Firenze. T. +39-055-4796751. F.=20
+39-055-4796767<BR>------------------------------------------------------=
------------------</FONT></DIV>
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