Miikah has published a preview of his work on the GSoC dynamic paint project, the goal of which is 'allowing vertex and Ptex level painting':
Link: Dynamic Paint v2 preview
Miikah has published a preview of his work on the GSoC dynamic paint project, the goal of which is 'allowing vertex and Ptex level painting':
Link: Dynamic Paint v2 preview
22 Comments
awesomeness!!!
geally good for the game enginge or when experimenting with the right settings is needed!
I know I am saying this like all the time...but, plain brilliant. I love that tool so much. Thanks Miikah.
It's nice, no doubt it. But from my point of view, it illustrates well the Blender development issues. A lot of experimental code (GSoC, Ocean simulation, ...) at the expense of very basic and most necessary functions.
Implementation of missing tools such as: BMesh completion, Old style bevel, Skin Faces / Edge Loop etc. into Blender 2.5 and significantly improving of existing tools like Knife & loopcut, Nurbs (modeling in general) would be for Blender thousand times better than all these things together. Then it might be possible to finally migrate from Blender 2.49 to Blender 2.50.
NICE :D
how can I do something like this?
PLEASE make some nice tutorial
thanks
Wow. I guess I didn't realize before what dynamic paint actually means, I always assumed it was just some better version of the traditional paintbrush painting. I was wrong. Now I'm starting to get really excited about carrot branch!
This is really nice. I love it.
I sooooo agree with you Radek,
but nobody is listening, they just want new toys to
play with while the basic are not working properly.
I am indeed not ready to move to blender2.5
To many features are missing...but new play tools/toys are emerging.
This method in advanced use can simulate bullets hitting in wall just a thought
There must be rainning bullets out there... :)
Nice project !
Dear Radek and pxnlove,
If you have not noticed this year Gsoc is the Blender Summer of Polish which will work on many of the issues that you mentioned, including the implementation of Bmesh, iirc.
+1 for Radek
and nice job Miikah. Will make a nice bullets action scene possible in less painfull hand modelling
@Clavin12
This is not about one Google Summer of Code.
Radek, I think most of Blender users only needs extra things, because they are students and never make any serious, they just playing with Blender. My favourite is the fluid sim: fluid in a box, another fluid in a box, and another fluild in a box. :)
Lucky we have a 2.49... :)
But I believe in 2.5 of course.
cool! is this a new feature in next blender? or some kind of phython addon??
@endi: without those missing tools blender is just a fancy toy
O.K., @Radek, pixnlove, & patar, as far as I can tell the plan is to implement the Bmesh modeling tools in Blender 2.6.x ( http://www.blender.org/development/ ), in the meantime, you can always download a Bmesh (or whatever it is you're into) build from graphicall or compile it yourself. Fair enough? Even if you don't think so, please post your concerns in a more relevant place, rather than taking away from an article that is here to publicise the hard work of a young developer, who is adding a great new feature to a great piece of software.
patar, a fancy toy? hahahaha... blender is a very good program for very serious works too...
I use it in my job for 10 years, for big project too... and for my hobby projects...
sad, but most of blender users always cry for new features bu dont makes anything...
I already see the invaluable uses this feature will provide for me. I think if you couple this with the fluid simulation improvements, and we'll be able to pull off some very neat stuff.
@ LswaN:
Well said there.
@ Radek, pixnlove, & patar,:
Don't worry, guys. I'm a programmer looking into developing Add-Ons for Blender pretty soon. I have a few that I plan to develop that I've been wanting for a long time now. When I do, I will definitely keep your concerns (some of which being my own as well) in mind. ;)
Though, no promises of it being like next week or anything, and I hope I don't start getting demands for them from folks, but I'll see what I can do and when I can do them. I would like to develop these ideas ASAP, but take my time in developing them well. I have a lot of things I'm working on, and I've got to work, so it'll take some time. I would also say that with the coming integration of Bmesh with GSoC, I think this would make complex things like an improved NURBS modeling system a little easier--esp. if you ever want to convert those into meshes--so I definitely would at least like to wait until these GSoC projects are completed to see what I could use to help me work some ideas out.
@ BlenderNation:
MAN, I love you for adding the comment editing feature here! I use it often! Hahaha!
Radek: Dynamic Paint is just something *different* from modeling - so it also has different uses. I can imagine lots and lots of cool motion graphics stuff you can do with it that creates professional results.
Development of the mesh tools happes *in parallel* - your issues are being adressed while while the motion graphics folks will be able to enjoy Dynamic Paint.
Not developing Dynamic Paint won't make the development of Bmesh faster.
+1 endi btw :)
may be we need more coordination between the various projects
there are a lot of new things...
perhaps we need someone who takes all the new things and put them together in a panel like "interactions", in another like "rigging", in another like "topology" etc
anyway also this one is very interesting, to do the same in another way would take a lot of time!
That's pretty frickin' cool
Wicked!
I tried a build w/ ptex awhile ago and loved it- but couldn't render anything with it.
Really anxious about that-
but meanwhile... this Dynamic Paint system is really awesome. Thanks for the hard work on this project.