[Bf-committers] Google Summer of Code Idea

Michael Robinson fractalgfx at gmail.com
Sun Mar 11 22:26:59 CET 2007


I will look into the material nodes, but I think it will be very difficult
to evaluate the amount of work required.  Before I even know what to code I
would have to spend a lot of time finding papers documenting pattern
generation.  I would also have to teach myself some basic signal
processing.  I would enjoy the challenge, but I am reluctant to take on a
task that would have a very low ratio of code to  to total work.

I am also interested in working on the video sequence editor.  I'm not going
to go into a lot of detail now, but I find the IPO editor to be very awkward
when trying to adjust effects tracks.  I'll post some other ideas later.



On 3/10/07, Tom M <letterrip at gmail.com > wrote:
>
> Hi Michael,
>
> > Hi, I am trying to figure out what to do this summer and am interested
> in
> > working on a SOC project.  I am wondering if a material browser for
> managing
> > and viewing material libraries would be a good project.  Is this
> something
> > thatO
>
> as Joe notes, elubie is probably near completion of such a feature alread.
>
>
> If you are interested in materials a related project that might be
> interesting is improving the node material tools.
>
> Have a look at the capabilities provided by
>
> filterforge
> http://www.filterforge.com/
>
> darktree
> http://www.darksim.com/html/dt25_demo.html
>
> Genetica
> http://www.spiralgraphics.biz/genetica.htm
>
> Blenders node design is in general superior, however it is missing a
> number of generators and a great deal of flexibility compared to the
> three tools above.  (Also note that each of the above have many
> redundant nodes - ie the worley noise texture is presented as four or
> five different nodes in filterforge even though they are just
> different presets).
>
> Also you might have a look at the texture nodes of other 3D tools such
> as Maya, 3DS Max, Houdini, Cinema 4D and Lightwave,
>
> LetterRip
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