[Bf-committers] water painting

bjornmose bjornmose at gmx.net
Sat Nov 27 15:06:56 CET 2004


Hi all,
Existing code for image manipulation is not that bad. There is are 
canvas, brush, image classes in __/img/intern for ages. Integration of 
that in UI however looks like a quick hack for testing purpose. It even 
has a #ifdef, so i assume this was never meant for release this way.

I started cleaning up the mess a bit by dragging the code out of space.c 
and abusing the floating paint panel to make a UI. Well, still undecided 
is where settings of the tools should be stored ( nasty global variables 
atm ). After tuhopuu2 break down i ported it to bf and keep a special 
privat CVS tree in sync for that. Patches are available there: 
http://home.t-online.de/home/wund.five/p2d/

On the other hand i think it does not make very much sense to recode 
gimp, photoshop and co in blender. It's hard for me to draw the line 
between 'basic darwing tools' that should be part of blender and 
'advanced image manipulation' better to keep out.

Ole

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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