[Bf-committers] [Bf-Committers] [GSoC] Project P-BVH enhanced vertex painting

Ton Roosendaal ton at blender.org
Wed Mar 16 18:02:49 CET 2016


Hi,

Jacob is now on moderation, I'll check and approve his mails manually for a while.

-Ton-

--------------------------------------------------------
Ton Roosendaal  -  ton at blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



> On 16 Mar, 2016, at 12:51, Antony Riakiotakis <kalast at gmail.com> wrote:
> 
> Jacob, since you are not mentoring any students, and in fact not coding for
> our C codebase, I would strongly suggest you refrain from giving feedback
> and asking questions in the GSOC threads. In fact your attitude is -very-
> close to spamming. Please stop.
> 
> Nathan, I would be glad to review any proposals you make. Note that we do
> have a PBVH system in blender sculpting already and ideally we would like
> to reuse some code and even allow vertex painting and/or sculpting at the
> same time. There are some complications since our vertex painting code is
> polygon based and sculpting is vertex based, but hopefully we can adapt the
> code to handle both.
> 
> 
> On 16 March 2016 at 07:39, Jacob Merrill <blueprintrandom1 at gmail.com> wrote:
> 
>> here is the mouse over magic to get the correct projection to cast the ray
>> 
>> 
>> https://github.com/jesterKing/blender/blob/master/blender/release/scripts/templates_py/operator_modal_view3d_raycast.py
>> 
>> Note* this is not the BVH flavored ray - it's just a example of the math to
>> cast the ray youll need to cast inside the BVHTree
>> instead *
>> 
>> On Tue, Mar 15, 2016 at 10:25 PM, Jacob Merrill <
>> blueprintrandom1 at gmail.com>
>> wrote:
>> 
>>> https://www.youtube.com/watch?v=K-MLpEmVgT8
>>> 
>>> I build the tree on init -> then I use a hitpoint provided by the game
>>> engine physics, but I think you will want to use the camera projection
>> and
>>> the mouse x,y to build the raycast, from there you can get all units in a
>>> radius, you can then get the distance from the hitpoint to do the color
>>> based on a multiplier
>>> 
>>> https://www.youtube.com/watch?v=K-MLpEmVgT8
>>> 
>>> 
>>> On Tue, Mar 15, 2016 at 10:20 PM, Jacob Merrill <
>>> blueprintrandom1 at gmail.com> wrote:
>>> 
>>>> I have used bvh accelerated raycast via Python to do fx in game in the
>>>> game engine, and I have also used kdtree,
>>>> 
>>>> It's fairly simple, and a great idea, would it be in Python, or C etc?
>> If
>>>> it is python I can help with that.
>>>> On Mar 15, 2016 10:16 PM, "Nathan Vollmer" <bitinat2 at isu.edu> wrote:
>>>> 
>>>>> Hi everyone!
>>>>> 
>>>>> My name's Nate Vollmer, and I'm a student at Idaho State University
>>>>> interested in computer graphics. (One of my projects last semester:
>>>>> http://www2.cose.isu.edu/~bitinat2/RayTracer/)
>>>>> 
>>>>> I've written a draft for Blender's GSoC realizing the BVH vertex/weight
>>>>> suggested idea, and was wondering if I could get some feedback/tips on
>> my
>>>>> proposal. Vertex painting is a very important feature for character
>>>>> riggers, and I'd like to make it as convenient and efficient as
>> possible.
>>>>> 
>>>>> I appreciate all the help!
>>>>> -NateVB
>>>>> _______________________________________________
>>>>> Bf-committers mailing list
>>>>> Bf-committers at blender.org
>>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>>> 
>>>> 
>>> 
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