[Bf-funboard] Re: cloth, hair/fur or general physics engine in blender
Roland Hess
bf-funboard@blender.org
Tue, 25 Nov 2003 07:55:33 -0500
There are some nice dicussions about this going on at elYsiun.
From a functionality standpoint, though, I think there's a better,
easier solution. With the addition of curve guides, wind and
integrated uvmapping, RipStings fiber script has really matured.
Manuel (makehuman) also has a displacement mapping script. In fact,
there are a number of scripts that generate complex geometry.
Wouldn't it be easier to add a python hook for executing
polygon-generating scripts (or any other script) at rendertime?
When linking a script to a mesh object, you can currently choose to
execute on Frame Change or Redraw. But what if you just want to make
your hair/displacement at render time? You test it and tweak it, but
you don't want all those polys hanging around while you finish
modelling/posing/etc. How hard would it be for the renderer to hand
off an object to a python script just before it generates
renderfaces, then generate the renderfaces on the returned, modified
object?
I've checked, and it seems that many of the other hair/fur systems on
other applications generate their follicles at render time. Also, and
for good reason, they implement these systems as plugins. That way,
if someone comes up with an alternative implementation, it's a piece
of cake to try it out or put it into production.
So, I'm calling for a "RenderTime" script link.
--
Roland Hess
IT Manager
Reed & Witting Company