[Bf-committers] water painting

Ton Roosendaal ton at blender.org
Sat Nov 27 12:55:43 CET 2004


Hi all,

I also think Tom overshoots with this painting proposal for Blender.

Texture painting in Blender is barely usable even, and we don't even  
have a good general framework for painting tools either. I rather see  
someone building a well integrated fast working foundation for (3d and  
texture) painting in Blender first, before even *thinking* of more  
advanced tools.

Apart from that, for post processing effects Blender lacks advanced  
support as well. We'll have to move to output of full 4x32 bits (+Z)  
buffers first, for example. Then look at the design specs of sequence  
effects versus built-in Scene based post processing. The latter (like  
gamma or brightness control now) could become more advanced and  
accessible as well, without need for sequence effects.

Both coding jobs as illustrated above are difficult and a lot of work,  
but most rewarding.

-Ton-


On 27 Nov, 2004, at 5:14, Matt Ebb wrote:

>
> 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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>
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Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



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