[Bf-committers] GSoC: Morphing shaders

alvaro.ricon at est.fib.upc.edu alvaro.ricon at est.fib.upc.edu
Fri Mar 25 13:20:40 CET 2016


I have also experience developing Python scripts for Blender, so...  
could be nice to port my morphing algorithm to a Python script? It  
wouldn't be as fast as morphing shaders, however it can be useful too.

What do you think?

Quoting alvaro.ricon at est.fib.upc.edu:

> Thank you for your response, Sergey,
>
> Not only the lack of tessellation shaders but probably compute ones
> too (even if OpenCL can replace them).
>
> On the other hand, to my knowledge, Blender project wants to become
> also more useful to game developers, for this reason exists BGE (Game
> Creation in https://www.blender.org/features/).
>
> Anyway, as you say, for applying to GSoC I need to work on a viable
> coding project. Cause of that, and because I gained experience
> developing any kind of shaders, I ask you what kind of shader related
> code Blender needs. I don't want to pick the first project that
> someone told me, if it was the case I would pick to one of the Blender
> GSoC confirmed ideas. But I want to work on shaders and I think I
> could help Blender in that sense.
>
> Can you specify me a little bit what do you mean with "bringing it to
> a new OpenGL standards and implementing PBR in viewport are the
> project", please?
>
> Maybe I could work on bringing geometric and tessellation capabilities
> to Blender?
>
> Álvaro
>
> Quoting Sergey Sharybin <sergey.vfx at gmail.com>:
>
>> Hi,
>>
>> There's technical issue, which is lack of tessellation shaders. They
>> probably might be hooked relatively easily via GPU extension, but you might
>> also be doomed to upgrading whole GLSL system to a newer spec.
>>
>> There's also a workflow problem. Personally i don't consider Blender as a
>> framework or a game engine, it's mainly a 3D modelling and animation tool.
>> Which means tools should be aimed to artists. In case of GLSL shaders i
>> case see how viewport would benefit, but i don't see how you'll be able to
>> use those morphed objects in renders.
>>
>> Thanks for your response. I would like to port my project to Blender, with
>>> Animation Nodes or whatever; but there is no much time to discusse, afraid
>>> so.
>>>
>>
>> If you're applying for GSoC you kind of expected to know what and how
>> you're gonna to work.
>>
>>
>>>
>>> Working on this project gave me huge experience with all kind of shaders.
>>> So, do you know any shader-related issue to code on Blender?
>>>
>>
>> Bringing it to a new OpenGL standards and implementing PBR in viewport are
>> the project.
>>
>>
>>> Because if it's not possible or doesn't make sense implement my project,
>>> probably I could help developing shaders or improving shader capabilities
>>> of Blender.
>>>
>>> I have less than a day to write my proposal and I need to know what's the
>>> best.
>>>
>>
>> The best is to pick a project which you're really feel is your thing and
>> not pick a project because someone else told you.
>>
>> --
>> With best regards, Sergey Sharybin
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>




More information about the Bf-committers mailing list