Blender 2.70 is starting to take shape. The team takes one more week to define the exact targets. So far, the following functionality has been agreed upon:
- Game Engine Level of Detail (code review)
- Cycles SSS on GPU, AO node, Volumes as experimental
- FPS viewport navigation
- Custom mesh normals
- Multithreaded depsgraph
Also, I'm super excited to read that Gooseberry will launch next year (early, from what I read)!
Ton Roosendaal writes:
Here's notes from today's meeting in irc.freenode.net #blendercoders
1) Planning and targets for next 2.70 release
- Target and planning list.
- Proposal is to keep "BCon1" for one more week.
- Sergey Sharbyin thinks his GSoC branch (threaded object update) will be mostly OK for inclusing in 2.70.
- Brecht van Lommel has picked up development for Volume render, but will spend next week mostly on reviewing and bug tracker.
- Thomas Dinges: all platforms have been updated to OpenImageIO 1.3.9 and OSL 1.4.0
- Windows XP discussion: Meeting agrees on waiting two more releases before deciding to drop it. However, the fact we might drop support mid 2014 can be listed on the d/l page.
2) Other projects
- Ton Roosendaal mentions shortly that work for Gooseberry (next open movie) is going to start next year, on topics such as CMS and Asset management and the animation/physics system (particles, fur, hair, cloth, nature, massive/crowd sims). Info is going to be public this month hopefully. Working on it!
SSS on GPU?!?! *HEAD RUSH*
Crowd sims? Noice.
Crowd sims. It's been a while since we heard about that one ...
SSS on GPU, yay :D but one of the big things, Multi Threaded Dependency Graph. Auwh yeah! Great work Sergey!
vo.. lume.. vo.. lume.. vo.. lume.. o/
whats about the smoke sim, its been a while!
i thought sss on gpu had aleady happened, all well that sounds awsome
Exciting stuff. Performance optimizations, much needed ao node, volume render. Developers - you rock!
Crowd sims for Gooseberry! That will be awesome!
Custom mesh normals - SWEET.
This is much needed to make reusable modules for games that match up seamlessly :)
Need options for more than 7 layers in the game engine action actuator.
I know this is not the place, but in case someone important is taking a look at this:
- it'd be awesome to have a Render Layer Overrides system in Blender, so that for each render layer the user could define a different set of parameter values (for anything) in the scene.
My brain stops ticking at "FPS viewport navigation." °Д°
hi I am really excited about the content management systems going to be developed.
why don't they implement a system similar to what zbrush has implemented, in zbrush you have about a billion different saves you can perform, and these are : the main save which saves the whole scene and everything within it even the cameras position I think. Then you have the object save, which saves only the object in question that you are working on like the model of the monkeys head, (sorry don't know know his name im so stupid). Then you have the save which saves only the materials and so on. Zbrush then saves all of these files in different folders inside the root folder in the Program Files folder.
The thing is that blenders save functionality is al ready capable of saving all of these things, but it saves all of them in one big file.
my question is why cant the blender team create different saves like in zbrush to only save specific data like material data or object data, then this data could then be saved in a folder structure in the My Documents Library of windows 7 for instance.
Then all they have to do is create an editor like node editor (resource Library for instance) which could then be opened and closed at will and be put anywhere the user wanted or closed and replaced with something else like another 3D View, the function of this resource library, for one would be a link between blender and the folder in the My Documents library and it would also allow people to quickly bring other assets into blender probably via a drag and drop like feature or something similar, and also it would allow users easily move assets between blend files without the need for copy and paste or the need for appending files from one blend file to another and visually see all the different assets that they have created and have at hand.
if anyone has a copy of carrara 8 pro, im talking about something like the content management system in that program, but with the capability of saving either the whole scene or only specific data.
Right I know why this hasn't happened yet, so I change my question to this.
is this possible within blender, I currently have know programing experience so I dont know how the internals of blender work, im stuck with only being able to speculate at how the internals of blender work, but I do know that the when you save a blender file, it saves everything in your scene so is it possible to create a save function that only saves specific data like material data.
it annoys the living daylights out of me, I hate not being able to programme, I guess that's the price for being an artist, ii just wish I could help.
What is the "depsgraph" actually? I have no clue. sadly ...
it's the part of blender that manage objects updates. When they are changed by constraints , modifiers , Fcurves, drivers ect... It will be too slow to change all objects on every cursor move or frame change. So a Dependancy Graph is needed to find which objects has changed and update the viewport as well :)
Thanks this really helped me to understand it.
I didn't know there was a discussion to drop Win XP support. ??? What is the reationale here? Looking at some statistics, XP is OS with the second largest user base (after Win7) with around 30-33%. If we want to reduce the coding effort needed for compatibility, we might es well drop all Linux (1-2%) and Mac OSX (8%) support and we'd lose fewer users. Okay I'm exagerating here, the Blender user base probably has a different distribution, but that doesn't change my argument. (btw. is there any OS statistics for visitors to blender.org or blendernation?)
FPS navigation would be a marvel for any sort of animation work with even moderately sized environments. Hooray! I hope this means the grid extends to infinity or something though.
Also eagerly awaiting GPU rendering for AMD hardware. If it ever happens.