[Bf-committers] Should I write an add-on or a patch?
tyleramercer at gmail.com
Thu May 3 17:15:55 CEST 2012
@Knapp: I have learned Python. Perhaps it is because I was using the BGE
Python library, but to me it seems slow and (probably due to errors in BGE
Python at the time) hard to use. As Brecht affirmed, it's definitely too
slow for what I have in mind.
@Brecht: Thanks for the advice. I'd actually be creating a duplicate of the
mesh, subdividing it (simple, not Catmull-Clark), and assigning vertex
colors, which would then be baked to a UV (with the same coordinates as the
original, un-subdivided mesh). Do you still recommend putting it in the
Image Editor or Texture Paint?
On Thu, May 3, 2012 at 1:53 AM, Brecht Van Lommel <
brechtvanlommel at pandora.be> wrote:
> A texture synthesis algorithm would be nice to have in Blender I
> think. It wouldn't be a modifier, that's for modifying mesh data, it
> would be either a tool in the image editor / texture paint mode, or a
> procedural texture (if you can do it with just an isolated x/y/z as
> input, depends on the algorithm).
> In any case the core implementation of this would have to be in C/C++,
> python is too slow for such pixel manipulation but it's what I would
> have used for prototyping the code. If you then want to distribute
> that as an addon or get it as a feature in Blender is up to you.
> Also, linking closed source code like bSurfaces with Blender is not
> obviously allowed by the GPL. According to the FSF it is not, but not
> everyone agrees on that. Selling a patched Blender would definitely
> not be allowed I think.
> On Thu, May 3, 2012 at 1:32 AM, Tyler Mercer <tyleramercer at gmail.com>
> > Also, is it possible to sell a patch the same way you would sell an
> > (like bSurfaces did)? I'm thinking it's not, because a patch is compiled
> > into blender, but I thought it couldn't hurt to ask. :)
> > Thanks.
> > On Wed, May 2, 2012 at 5:18 PM, Tyler Mercer <tyleramercer at gmail.com>
> >> I'm thinking of writing an automatic texture synthesizer for blender.
> >> Basically, it would take an input texture and seamlessly texture a
> >> mesh with the same texture. (I've already come up with a relatively
> >> efficient algorithm for doing this.) This would make texturing something
> >> such as a character much less of a hassle.
> >> Should I write a new modifier, or just write an add-on?
> >> A modifier would (I assume) be more efficient, since C++ is lower-level
> >> than Python, and I'd much rather use C++ than Python. (I already know
> >> basics of C++, and I know Java. Python is too loose and not powerful
> >> enough, in my opinion)
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