[Bf-committers] Google Summer of Code Idea

Michael Robinson fractalgfx at gmail.com
Mon Mar 12 17:44:31 CET 2007


I am interested in improving the video sequence editor.  I would like
to make the editor resolution independent.  My laptop is not fast
enough to edit full frame sequences, so I want to implement the
ability to automatically create low resolution preview sequences.

I would also to propose an alternative to IPO curves, for controlling
filmstrip effects.  I believe it would be much simpler to represent
the IPO curve as a color gradient.  A color gradient can be rendered
inside the  filmstrip, and would behave like the color ramp in the
material editor.  I believe that this approach is simpler and makes it
much easier to visualize the effect's timing relative to the
filmstrips.

The video editor would benefit from a lot of small improvements, but I
don't want to come up with a proposal that is overambitious.

Thanks,

Mike

On 3/11/07, Michael Robinson <fractalgfx at gmail.com> wrote:
> 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
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at projects.blender.org
> >
> http://projects.blender.org/mailman/listinfo/bf-committers
> >
>
>


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