[Bf-committers] Blender 2.8 - the Workflow release

Adrians Netlis adris3ddev at gmail.com
Mon Jul 20 22:34:41 CEST 2015


This sounds pretty nice! If it touches BGE too, it will make workflow
easier as you can see anything releated to object connected to it in nodes.
This would get rid of mess. However, it owuld require re-learning Blender...

2015-07-20 22:24 GMT+03:00 matmenu <matmenu at live.fr>:

> Hi Lukas,
> Just read the doc. If I understand it good, everything made in Blender
> will be a node? Like, I paint over a mesh, it will create a node with
> all needed infos (viewpoint, brush parameters, pressure, stroke,
> etc...). That node is connected to the mesh, can be instanced, applied
> on a new version, or be disconnected. It would allow a non destructive
> workflow, resolve many undo problems (allow to specificaly remove some
> changes like in Git while retaining other that were made after said
> change if no dependancy). It would also allow to quickly deploy a work
> on multiple objects. Could we then edit that node also ? Like, just
> change the texture use for painting while retaining the stroke,
> pressure, etc... ?
> If I understand it good, it's just plain awesome Lukas :)
>
> Am 20/07/2015 um 18:53 schrieb Lukas Tönne:
> > I've started writing about the development and the problems we
> encountered
> > during the Cosmos Laundromat/Gooseberry production. These documents could
> > be a good primer for devs who haven't done any development in a studio
> > environment like the Blender Institute (like myself before this project).
> >
> > First is a general wiki doc summarizing all the major development and
> > research topics. Only the section on hair systems is fleshed out atm, the
> > rest will be added soon. The document is meant to give an overview and
> > links to scientific papers for future reference, so each topic is handled
> > only briefly.
> >
> >
> http://wiki.blender.org/index.php/Org:Institute/Open_projects/Gooseberry/SummaryLukas
> >
> > Out of all these diverse topics, the library linking system and its
> > implications for pipeline and asset management have been a serious
> > challenge. IMO the solutions we developed during the production, although
> > they made the movie possible, are still not satisfying. Because this has
> > been a problem in virtually every movie production since the invention of
> > open movies, i thought it would help to start at the root and write a
> > detailed examination. The following document is an attempt to build up
> the
> > complete picture from the basics (how movie production works) up to the
> > existing situation in Blender and beyond. The proposal the end is not
> final
> > (!), finding a solid solution will require all the brains we can get.
> >
> >
> https://docs.google.com/document/d/1M_sjvt65ytN7VxDSZzvu3xwUImO8BYfuVbZ527Rqxp4/edit?usp=sharing
> >
> > Please excuse the shoddy formatting and unfinished state, i thought it
> > better to release them early than let them collect dust.
> >
> > Cheers,
> > Lukas
> >
> > On Mon, Jul 20, 2015 at 5:35 PM, Yuri Kovelenov <yuri at blend4web.com>
> wrote:
> >
> >> Hi Ton,
> >>
> >> This sounds very exciting! Especially viewport, PBR and physics parts.
> >> On our side we are ready to collaborate with Blender devs implementing
> >> the proposed features and improving the existing functionality. We also
> >> will be happy to participate in supporting the stable 2.7 branch. Will
> >> it be possible to suggest some minor patches from our list [1] before
> >> version 2.8 is available?
> >>
> >> Best regards,
> >>
> >> Yuri
> >>
> >> [1]
> http://wiki.blender.org/index.php/Dev:Doc/Projects/Blend4Web_proposals
> >>
> >> On 20.07.2015 16:49, Ton Roosendaal wrote:
> >>> Hi all,
> >>>
> >>> (also posted on http://code.blender.org)
> >>> This is a proposal for work focus on blender.org for the coming year.
> >>>
> >>> I've written this because we keep missing bigger development targets -
> >> we don't have enough time for larger projects. Instead too much time
> goes
> >> to releases, bug fixing, reviews, maintenance and support topics. The
> bug
> >> and patch tracker duties are keeping the best of our developers away
> from
> >> their own targets.  As a result we then don't have time for design docs,
> >> for planning, logs and in-depth sessions with the module teams, and
> have no
> >> time for the artists who are involved to make sure we're well aligned
> and
> >> know what to do. I think everyone has noticed that we're floating too
> much,
> >> things are not clear. Where are we heading? Who does what, and how do we
> >> decide on things?
> >>> So - it's time to act and gather the troops to refocus and get back
> >> energy, to maximize involvement from everyone who's active in
> blender.org
> >> and make sure Blender can survive for many more years.
> >>> ----- Blender 2.8 - Workflow release -----
> >>>
> >>> Just like for 2.5, the proposal would be to take a bigger leap to a
> >> bigger release by not releasing for a year. The 2.76 release then would
> be
> >> the last 'real' version we do until 2.80 somewhere in 2016.
> >>> Obviously, for the crucial fixes and smaller (stable) features we can
> do
> >> update releases 2.77, 2.78 and 2.79.
> >>> Topics to finish for 2.8 could be:
> >>>
> >>> - UI work: wrap up Python configurability project, make Workflow based
> >> configuring possible
> >>>     Proof of concept: the stripped "Blender 101" for high school kids.
> >>> - Viewport project, including a PBR quality engine/editor that could
> >> replace BI and GE render.
> >>> - A better designed integration of physics simulation in Blender
> >>> - Invite the GE team to rethink game logic editing, to use viewport and
> >> new physics
> >>> - Don't add the half finished Gooseberry targets but take the time
> >> needed to code it well:
> >>>       Particle nodes, hair nodes, simulation nodes, modifier nodes...
> >>> - Asset managing and browsing, linking, references, external files in
> >> general.
> >>> - Integration in non Blender pipelines.
> >>>
> >>> Practical considerations:
> >>>
> >>> - Move development to special 2.8 branch(es)
> >>> - Module teams are empowered to cleanup quite radically and get rid of
> >> legacy code.
> >>> - The 2.8 series is allowed to be not 100% compatible with 2.7x.
> >> (Physics, particles, games).
> >>> - Spend time on organizing ourselves better, agreed designs should lead
> >> to more empowerment.
> >>> And some core principles to agree on:
> >>>
> >>> - We reconfirm and where needed update the 2.5 spec docs.
> >>> - Stick to existing Blender data structures and code design for as much
> >> as possible.
> >>> - Make Blender ready to survive until 2020, but...
> >>>       ... start collecting the list of bigger redesign issues we need
> to
> >> for a 3.0 project
> >>> - Bring back the fun in Blender coding! :)
> >>>
> >>> The code.blender.org article for the roadmap of 2014-2015 is still
> >> valid in my opinion. We just need to take a break of 9-12 months now, to
> >> make it work for real.
> >>> Blender 2.8 Workflow Sprint
> >>>
> >>> In the coming months we can discuss and review the plans and make sure
> >> we're 100% aligned on the 2.8 targets and for other work during the
> coming
> >> years. We should also meet and have good feedback sessions on it. So I
> >> propose to use the Blender Conference in October as a deadline, and
> >> organize a workshop in the week before.
> >>> - Four days of workshops and design sessions, in the week before
> Blender
> >> Conference.
> >>> - Travel and hotel covered for by BF (and Dev Fund, or a new fund
> >> raiser?)
> >>> - We should try to get someone from every (active, involved) module
> team
> >> on board. Also key user/contributors have to be on board. But it's also
> >> more efficient to keep it compact.
> >>> - Proposal: we do this invitation-only: First we invite the 5 most
> >> active contributors of past years. Together they then invite persons
> more,
> >> until we have 12 (?) people.
> >>> - Sprint sessions can be in parallel too - UI, Viewport, Physics, etc.
> >> Let's make it public as good as possible.
> >>> - The Sprint results get presented and reviewed during further on
> >> sessions during the Blender Conference.
> >>> Seven years ago, back in 2008, we also took a break of over a year, to
> >> get the 2.5 project started up. It was a very exciting period where a
> lot
> >> of new things were possible and could happen, even though we didn't
> finish
> >> everything... it gave us quite a solid foundation to build on,
> attracting a
> >> lot of new developers and great features.
> >>> I realize we have to realistic now, not everything will possible. But
> we
> >> also shouldn't stop dreaming up a good future for Blender. Let's take a
> >> break from our demanding release cycle, rethink it all, but not for too
> >> long. Let's cherish what we agree on and enjoy the freedom of a
> >> configurable workflow that will enable you to do what you think is
> best...
> >> for making 3d art, games, film and animation!
> >>> Feedback very welcome!
> >>>
> >>> -Ton-
> >>>
> >>> --------------------------------------------------------
> >>> Ton Roosendaal  -  ton at blender.org   -   www.blender.org
> >>> Chairman Blender Foundation - Producer Blender Institute
> >>> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
> >>>
> >>>
> >>>
> >>> _______________________________________________
> >>> Bf-committers mailing list
> >>> Bf-committers at blender.org
> >>> http://lists.blender.org/mailman/listinfo/bf-committers
> >> --
> >> Yuri Kovelenov
> >>
> >> Development Lead
> >> yuri at blend4web.com
> >> +7 495 676 3660
> >>
> >> Blend4Web - an open source framework for creating 3D web apps
> >> https://www.blend4web.com/en/
> >> Triumph LLC | Moscow, Russian Federation
> >>
> >>
> >>
> >>
> >>
> >>
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