About Fuetures

General discussion about the development of the open source Blender

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Skelet
Posts: 63
Joined: Sat Nov 09, 2002 4:07 pm

About Fuetures

Post by Skelet »

Hi there.
I suggest to Ton make some small post about feautures that will be added to blender, what is planning to be done, and the main thing, I want to here just one answer, yes or no? Are blender programmers planning to add a f**king raytracing in blender? If yes, when it will be done, otherwise, if no, I suggest to blender programmers release something like
blend-2-3ds converter, that woud make possible to convert blender scenes with _ALL_ blender psossibilyties, include animation, UV mapping, reflection and refreaction, that woud for it self convert surfaces to a smooth meshes, and supports a cruve modeling!!! I think it is only, and the easyest way to remove a biggest blender problem, I repeat, BIGGEST BLENDER PROBLEM !!!!!!! Ray tracing!
Right now I'm not talking about "difference" and "Intersect", working with them is impossible, blender crushes all the time!

[ sorry for my english ]

to all Blender programmers,
Respectly: Skelet
The Skelet

aequitas
Posts: 40
Joined: Sat Jan 18, 2003 6:21 pm
Location: Holland

Post by aequitas »

raytracing for blender can be done with the yable plugin and then useing yafray to render it. Maybe this feature will be implemented in blender sometime.

Pablosbrain
Posts: 254
Joined: Wed Jan 28, 2004 7:39 pm

Post by Pablosbrain »

The BIGGEST blender problem is one they already are working on... The game engine and physics support. The absence of raytracing in the renderer is not a "problem". Its not absolutely needed. The current problem is getting blender back up to par with the previous NaN releases... They are doing a wonderfull job of getting it there! There will be good support for some of those external renderers... it just takes time to develope.

Skelet
Posts: 63
Joined: Sat Nov 09, 2002 4:07 pm

Post by Skelet »

You'r right! They are doing a great job. But, you see, when few yeards ago I'w ask same question on blender.nl, I'w got a same answer, when blender 1.8 was out, I searched all of it , and did not foun any raytracing.
Nothing changed from that time. You see, I lot of my friends just left blender alone, because of that. It's not normal, when every time I need to render my picture I must open script, launch it, setup all lights, setup materials, export file, import it to external renderer, and render the picture, it tooks too much time from users. Blender is most quick and best planned 3d software I ever see, but since blender was created, it still look like a very butifull girl, but without the legs. I just want to hear official answer! WHEN BLENDER WOUD GIVE ME POSSIBILITY TO CRATE A MIRRORS? GLASSES? WATER? METALS? CHROME? it is things that makes all work photorealistic. There is otherways too, but I want, and not just me, to render a small ball , that's looks like glass, shines like glass and smells like glass! All I'm asking is just answer on my question, WHEN?
The Skelet

Pablosbrain
Posts: 254
Joined: Wed Jan 28, 2004 7:39 pm

Answer!

Post by Pablosbrain »

Not now!
Probably will never be implemented fast enough well enough or even the way you want it too... If your simply asking a question then cut the complaining out of it and JUST ask the question. You'll get much quicker and kinder responses.

Skelet
Posts: 63
Joined: Sat Nov 09, 2002 4:07 pm

Post by Skelet »

1. Actualy I dont need a kind answer. You can say something like "Fuck you Skelet, Blender will have raytracing this summer", and I'll be wery happy with that ( if it's true)
2. You see I'w JUST asked this question in a lot of places, lot of time's, but all I'w got, was "we working on it" ....
3. Never be fast enough... ? I think The blender is missing just one thing, when you will add it, I'm sure, that it's all I need... Nothing else, and just after that I realy can "make my imagination" with blender.
The Skelet

harkyman
Posts: 98
Joined: Fri Oct 18, 2002 2:47 pm
Location: Pennsylvania, USA
Contact:

Post by harkyman »

No. Look. The point about raytracing is that it will not be a native implementation in Blender. It just won't. Other high-end programs, 3DSMax for example, are simple scanline renderers. Go watch the Toy Story movies. They didn't raytrace for that (or, at least it was done very selectively). Raytracing is enormously expensive computationally. The pros (I would consider Pixar pros) know that often it's better to plan well and fake it.

Yeah, if you're looking to make a magnifying glass looking through three different kinds of gemstones, then raytracing is for you. Congratulations. Choose from one of the many export scripts available. Don't like that? Then how about this: learn to program, extend the Blender API to expose all kinds of material and mesh settings, then write a nice integrated, push-button, turn-key Blender to Renderer X conversion and driver utility.

Nutshell. Raytracing: solutions already available, sometimes on par with other apps. Other stuff (knife tool, backface culling, local axis rotations, armature constraints, etc.): still lacking, only fixable within the Blender code. Which do you think the developers should spend their time on?

Pablosbrain
Posts: 254
Joined: Wed Jan 28, 2004 7:39 pm

Post by Pablosbrain »

I vote Local Axis Rotations and more Armature Constraints!

theeth
Posts: 500
Joined: Wed Oct 16, 2002 5:47 am
Location: Montreal
Contact:

Post by theeth »

Pablosbrain wrote:I vote Local Axis Rotations
that's been in Blender since 2.24 I think. Just type X, Y or Z twice when in rotation mode.

Martin
Life is what happens to you when you're busy making other plans.
- John Lennon

Pablosbrain
Posts: 254
Joined: Wed Jan 28, 2004 7:39 pm

Post by Pablosbrain »

For some reason I can never get it to work though... I'll keep trying...

Pablosbrain
Posts: 254
Joined: Wed Jan 28, 2004 7:39 pm

Post by Pablosbrain »

I'll put my foot in my mouth.... I just had a chance to try it... and now.. it works! very cool. Wish I knew what I was doing wrong previously... oh well. Now for more Armature Constraints/Controls! :)

theraz
Posts: 17
Joined: Thu Oct 24, 2002 7:49 am

most will disagree

Post by theraz »

But I'd love to have better sequencing and compositing abilities. A few more video editing options (cut, copy, paste, split, crop, speed up/down, freeze to name the big ones- some of which sort of already exist), sound support (with maybe some level control), and maybe a few more transitions (which could probably be handled better as plugins). A lot to ask, but most of it is already there. I agree with the others- use yafray, and you will get what you want. They have spent a lot of time on that project, and Blender's raytracer would take years to get up to speed with that, especially due to integrating it to the codebase. As for reflections and chrome, maybe ask for better ways to fake it!

Skelet
Posts: 63
Joined: Sat Nov 09, 2002 4:07 pm

Post by Skelet »

Finaly!!! I'w got an answer! "No blender will not have any raytracing!"

Actualy I'm happy! I'm waery happy, I just wont wait anymore !
Then maybe you will make a full functionaly exporting in a 3ds format?
I'm not talking about just mesh exporting, like you have dfx, but exporting with all fuetures included? It woud be same as create raytracing, I think, because after that all problems with export woud be done, from 3ds format actualy you can export whatever you want! How about that?
The Skelet

aequitas
Posts: 40
Joined: Sat Jan 18, 2003 6:21 pm
Location: Holland

Post by aequitas »

I am happy for you that you have the awnser.

Myself is hoping to for a better 3dsmax export. A friend of me is currently developing a game in directx (i try to talk im over but it is useless) and it wouold be nice if i could convert my files to 3ds files so he can use them in his game.

Skelet
Posts: 63
Joined: Sat Nov 09, 2002 4:07 pm

Post by Skelet »

Hey! It's interesting, maybe you can show what you already have done?

P.S.
Dear webmasters!
http://www.blender.org/openBlender/news ... letter.php
all links is dead, including elysiun forum...
And have a nice day! :lol:
The Skelet

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