[Bf-vfx] Roadmap and todos for next year

W. Nelson indigitalspace at yahoo.com
Thu Aug 8 17:21:11 CEST 2013


I will send out an announcement to the SoCal group about this mailing list.  We have several studios that probably don't know about this listserv.  So we might see some new names giving suggestions as a result.

JTa




________________________________
 From: Ton Roosendaal <ton at blender.org>
To: Blender motion tracking & VFX <bf-vfx at blender.org> 
Sent: Thursday, August 8, 2013 4:38 AM
Subject: [Bf-vfx] Roadmap and todos for next year
 

Hi all,

Tears of Steel has brought us some good progress, but there's open issues that need quite some attention still.

For the coming period (let's say until next summer) we have developers available to work on this. Sergey Sharybin and Lukas Toenne will both be working for BF on support topics here, there's two GSoC students active, and we have of course Jeroen/Monique from Atmind, Keir Mierle and probably others.

A discussion on features preferably should be happening on end-user level, not on implementation details - the latter is more interesting for the devs only.
I'd like to see proposals to not only be defined as "I want this feature" but especially on a level as "this is how I want this to work in Blender".

Basically the topics could be grouped in the following categories:

1) Compositor

- Make it 'canvas aware' - means a coordinate space that allows mapping of output, the render buffers and images.
- Allow percentage render - which includes 25% preview composites, but also to ensure render percentage works for any scaling predictably (HD -> 4k).
- Fix memory usage to allow super high resolution compositing (like 10k posters)
- Allow playback ("rendering") of entire shot, in fastest interactive way possible
- Work on usability and interaction speed in general.

2) Motion tracker

- Work on usability and UI to ensure things communicate well. It's getting quite a complex UI now, which makes it not very obvious what to do.
- Other features I leave to the experts here!

3) Masking

- Editing and using masks is really an unfinished feature. It was meant to work transparently in every editor (image, sequencer, videoclip editor).
- Masks should get realtime interactive drawing possible, including its feather

4) Rotoscope

This is more of a new area for Blender - but it's a totally standardized feature for vfx artists. Especially to combine painting strokes inside a composite setup, as mask or as image, and with efficient hooks to make it follow motion tracks.

5) Sequencer

I suggest to keep discussion on this in another thread... for me the sequencer is still an editor to manage your shots, your finals, to edit things together and do a final grade.

-Ton-

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



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