[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