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Google Summer of Code 2010

13

Through the Summer of Code, Google sponsors students to work on Open Source software. In the past years, it has brought many improvements to Blender. Like before, the Blender Foundation participates and you can now apply for a project.

Be aware that the Blender Foundation does not easily accept proposals - you must be able to work full-time on the project during summer, demonstrate proficiency in Blender development and finally be familiar with 3D software (specific Blender knowledge is not a requirement). Find out more information below:

Links

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

13 Comments

  1. "it has brought many improvements to Blender." ??

    not really, from all the projects there have only been around 5 that have been implemented into Blender, mainly because students dont complete their projects or after completing it they vanish!

    Only fluid simulation, raytrace improvements and maybe one or 2 more have made it in.

    - Lightcuts, not in blender.
    - Freestyle? abandoned by developer (picked up by new one)
    - Light paint? abandoned

    So students who apply should really think about their proposal and not just pick an idea from the list. they should really support one of the ideas or pick a new one and send that one in.

    -joel

  2. tyrant monkey on

    dude what are you talking about! have you forgotten, ray tracing optimisation, animato which has become 2.50 animation system, VBO which is in 2.50, the collada exporter light paint is still been worked on I saw some commits a couple of days back. this is just projects from last years google summer of code. Damn successful if you ask me.

    some projects don't work out but its like that with the regular patches that come and go as well

    I can't wait because on the whole these students do deliver some exiting features into Blender.

  3. Where for suggestions? Find importing stuff really slow. Importing .3ds files in 2.5 sloooow! How about using Open Asset Import Library (Assimp) instead?

  4. Inverse Kinematics was also a gsoc-project, among many succesful others.

    @Dorro: 2.5 is still alpha and .3ds sucks anyway ;)

  5. I still can't import 3ds files into Blender 2.50 tough it's supported. I've left the program alone for about an hour to import one very simple .3ds model and nothing happened!

    2.50 also crashes every time I try to bake fluid or smoke. But particle emitter runs better then ever!. Weird.

    Don't know what's up, but it would be nice to have a library system similar to that of Bryce. And a UI that stays consistent regardless of the project opened. I'm so tired of opening old Blend files in 2.49 + and it reverting to the old and dead 2.49 - layouts.

    Preventing the Texture panel from disappearing during a project would be a HUGE plus.

    I would also like to see the Frame number/count returned to the main bar as in 2.49b. For my projects, the IPO window is just in the way.

    Oh! The title bars (the areas that show the main buttons in windows) need mini scroll bars added.

    And why can I never get the new corner tabs in 2.50 (move to open new window) working like they should? I like them (when it works) but I would like to see the old "Right-click to split window" option returned.

    And finally: How difficult would it be to set a Blend file as a Default startup? To save time and frustration, it would be nice if there was an option to choose a Blend file as our default. That way we don't have to go looking for our "5point light setup" file or our "Fire Emitter Setup" file, etc when we need them.
    I know Blender already does something similar, but that's not what I mean. If you will, imagine a submenu in the FILE menu simply entitled "Defaults." From there a arrowed submenu menu reads similar to:

    Create New Default
    5 point lights
    Outside Light
    Inside Light
    Camp Fire
    Candle Flame
    Water
    Smoke

    For every new Default you create, it gets placed below the "Create New Default" option.
    Click one starts a new file with the saved Blend info you set up. That way the artist doesn't have to go searching for his/her 5point Light setup file or their their Smoke emitter file, etc.
    No that I think of it, it may be even better to add IN PROGRAM libraries for each modifier, etc. That way the artist can create them, save them right there, then open a different file and choose it from a list. Similar to the "Import from file" or "LINK" options without the hassle. If that makes sense.

  6. @flo3d:
    Farsthary cannot participate. At the time of last year's GSOC he appeared on the scene. He had the intention to implement volumetrixs, but due to the (stupid) embargo he was not allowed to participate. That's why many rallied to donate to him to make things fair.

  7. @toontje, @flo3d and @Farsthary
    Here in Brazil, things are moving, free software is shinning, and may we start to have coders here to develop Blender tools inside the groups devoted to Free software projects in Campus Party (It happens every year), it's a good Idea to help Blender trying to form a development group. And if farsthary come to Brazil, this (stupid) embargo will have no effects and he can lead development tasks. ;)

    Good Vibes, and Farsthary, you're welcome here :)

  8. Gave .3ds as an example as it is one of the few "working" imported in 2.5. Using Assimp for import, Assimp could take care of what formats you can import into Blender and this effort would need not be duplicated. The library already supports Collada (*.dae), 3D Studio Max 3DS (*.3ds), 3D Studio Max ASE (*.ase), Wavefront Object (*.obj), Stanford Polygon Library (*.ply), AutoCAD DXF (*.dxf), LightWave (*.lwo), Stereolithography (*.stl), AC3D (*.ac), Valve Model (*.smd,*.vta), Quake I (*.mdl), Quake II (*.md2), Quake III (*.md3), Return to Castle Wolfenstein (*.mdc), Doom 3 (*.md5), Biovision BVH (*.bvh), CharacterStudio Motion (*.csm), DirectX X (*.x), Quick3D (*.q3d), Irrlicht Mesh (*.irrmesh), Irrlicht Scene (*.irr), Neutral File Format (*.nff), Sense8 WorldToolKit (*.nff), Object File Format (*.off), PovRAY Raw (*.raw), Terragen Terrain (*.ter), 3D GameStudio (*.mdl) and 3D GameStudio Terrain ( *.hmp ) files.

    Rather let formats be added here instead of using Python in Blender and encourage the programmers to include export routines. The python standalone binary is already bundled with the official Blender distribution as an example of a distributed library. Perhaps more attention to integrating good OSS libraries to reduce duplication of effort and give the programmers of the libraries a bit of boost and some credit. OIS anyone? Raknet? A good AI library? Bullet and Ogre logos when you start game engine or tiny logos on the splash (Hi Erwin and snailrose!).

  9. Matthias Fauconneau on

    @Dorro:
    I'm working on an Assimp importer script.
    It can already load models, no materials yet.
    If you're interested, you can contact me on #blendercoders

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