Los targets para Durian (esto pinta bien).blender development targets august 26th, 2009 today we discussed Blender features, trying todo get an overview of the things the artists really ned todo complete the Project. This is only a rouge overview, we didnt discuss all topics yet, a more complete and detailed list Will be compiled later, for developers interested in getting involved.
modelling and sculpting.
- sculpting: the main challenge here is performance, supporting more Polygons and smoother interaction. We have various strategies todo achieve this, it Will be interesting todo se how far we can push it. Better brush tools are a los welcome, we expect these can be implemented quite eficiently as artists start using the system and provide feedback.
- multiresolution: we intend todo improve the new multiresolution infrastructure for sculpting and rendering, preferably supporting High Polygon meshes without any baking steps InBetween.
- bmesh: N-Gons and the associated modelling tools would be useful, but they are not a must have for this Project. Still it may be worthwhile todo use the Durian Project as a bien todo get bmesh tested and completed, well have todo evalúate the status of this Project in october.
rigging and animation.
- rigging likely Will not require Dep changes, most new features here Will be focused on various relatively small changes todo make the system more flexible for building better rigs and presenting a god interfaz todo the animator.
- proxies Will ned todo be improved, for example todo support múltiple instances of a character with variations.
- animating the Camera position and rotation by doing real life recording would be an interesting característica todo have. Motion tracking would be neded for this, completely using open source tools of course, and the libmv Project is a promising candidate.
- the new animation system in 2.5 Will be extensively used, but i dont have a god overview what kind of característica requests Will come up here yet. Well likely discuss things in more detail with the riggers and animators later this wek.
physics.
- in this Project heavy well have a lot of chances todo use the physics systems. Big buk Bunny did not use physics much, as Many of the tools where not at the level we neded, with Durian we Will try todo get the physics system production ready.
- physics must work with the proxy system, todo support working with physics simulation in typical library linked setups, and it must get better support for using caches/bakes in production setups and on Render Farm.
- Cloth simulation is already quite advanced. We intend todo use it on the main characters, so inevitably we Will run into various issues that Will ned todo be fixed, todo get this up to the level that we can use it for close ups in 4k.
- hair simulation is another effect that we would like todo use on main characters. The current system for this is not up to the task, as for example Hair volume is not taken into account. How todo get god Hair simulation working is still unknown.
- smoke and particles Will be great for various effects, the recent developments in these áreas are very welcome, well follow closely and evalúate how todo get these working eficiently for us.
- rigid body dynamics would be great todo have as well, bullet is up to the task, but it should be properly integrated, not th rouge the Game Engine.
rendering.
- rendering scenes with much more detail is one of the targets. This requires changes throughout the rendering engines, from per-tile geometry subdivisión, todo image and shadow Tile disk caching.
- volumetrics are useful for rendering dust, smoke and explosions for example, and this of course fits our theme very well. Well ned todo evalúate the system todo se how well it works in full production scenes regarding performance and memory usage.
- the shading system can use a god review todo evalúate correctness and make it more extensible for future improvements, and we hope todo work with other developers on this. For Durian were working with very detailed scenes, which likely excludes Raytracing or Photon Mapping for us, so it would be god todo get a structure that can accommodate various approaches.
compositing.
- working with 4k resolution Will require us todo make this system Tile based, so that large images can be composited without running out of memory.
- well a los ned todo figure out a workflow for working with lower resolution images than the full 4k, and only for the final rendering do the full resolution.