Feature requests
Moderators: jesterKing, stiv
Feature requests
Ok, I know that usually when you propose new features
you get the 'code them in yourself' kind of answer.
I might try to do it, but, well, I would like to discuss it before.
1 - Remove Doubles. It is me unable to find it in the doc or we are still lacking a remove doubles function for mesh vertices?
2 - Noise functions.
I'm currently using CGkit noise.dll for my scripts, and users says that it is a pain (and they are right) RipSting uses eeshlo's dnoise.dll which is nice but again it is external. Many other people, including Beast developers needs Perlin Noise and its derivatives.
Any chanche of building a cool set of noise functions *in* Blender?
Thanx
Stefano
you get the 'code them in yourself' kind of answer.
I might try to do it, but, well, I would like to discuss it before.
1 - Remove Doubles. It is me unable to find it in the doc or we are still lacking a remove doubles function for mesh vertices?
2 - Noise functions.
I'm currently using CGkit noise.dll for my scripts, and users says that it is a pain (and they are right) RipSting uses eeshlo's dnoise.dll which is nice but again it is external. Many other people, including Beast developers needs Perlin Noise and its derivatives.
Any chanche of building a cool set of noise functions *in* Blender?
Thanx
Stefano
I think that it would be good to add some perlin noise generators. It seems that there are some perlin noise generators imbedded in blender itself. They are used to create the marble, wood, clouds etc. as procedural textures, but they could be used to create 3D as well. Hopefully they'll show up in a blender math lib. Please share any ideas you have.
Well, surprisingly it only took me a few minutes adapting the original dynoise module to be included in Blender as Blender.Noise, works great, no problems at all (on my Linux system at least, but in this case I can't imagine any problems for other platforms). So, if there is any real interest in this, I can offer the dynoise module. Of course I would have to make some cosmetic changes, but that shouldn't take long. And it would of course be nice to use some of the noise functions as extra procedural textures in Blender as well, shouldn't be difficult either.
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Eeshlo,
Could you send the new Python module to the bf-python list? All Blender Python developers are (supposed to be) subscribed to that list. There we can have a look at it and maybe suggest improvements/changes.
In case you want to know, the bf-python list is currently low traffic (2 or 3 mails at most per day), so your module will certainly get attention
With regards,
Michel
Could you send the new Python module to the bf-python list? All Blender Python developers are (supposed to be) subscribed to that list. There we can have a look at it and maybe suggest improvements/changes.
In case you want to know, the bf-python list is currently low traffic (2 or 3 mails at most per day), so your module will certainly get attention

With regards,
Michel
You can have one of two things: Progress or Progress Reports.
I will send it, first have to change the python function names and doc strings to the blender 'standard'. Also the noise functions themselves will be included in Blender for textures, this is going to take a bit longer to do.
I have been following developments in the blender python mailing list for some time. I haven't subscribed yet as I did not have anything to submit or had the time to do python stuff.
I have been following developments in the blender python mailing list for some time. I haven't subscribed yet as I did not have anything to submit or had the time to do python stuff.
Yes, sorry Stefano, but I have not been working all that much on it, so a lot of delay, I promise though it will be relased for 2.33.
The python module itself is no problem whatsoever. It is the texture stuff that is a bit problematic and boring work. The results are not very exiting, I get distracted easily by other things, like Blender/yafray feature requests and request for scripts I get by email. Implementing the new noise functions in Blender has been somewhat of a problem, I don't think the result as it is now will be that radically different from what is currently available in Blender. Since Blender does not do AA at the pixel level, aliasing is also a bit of problem, some of which can be overcome, but still the result is not spectacular. And seeing that more and more complaints arise about rendering speed, some of the new procedurals will only add to that (especially the voronoi/minkovsky combination, horribly slow).
I also have problems with the user interface, not the interface itself but the naming of parameters, it is a bit hard coming up with something userfriendly, how do I 'translate' things like lacunarity/gain/offset/H/distance metric/ etc...
Besides all that, I'm having compile problems since the new scons build...
I have to finish it soon though, other things coming up in real life that will prevent me from coding for some time again...
edit: 'voronoi/minkovsky'... must sound like a horribly boring science/physics theory or something, very exciting to the average Blender user I'm sure... (yawn...)...
The python module itself is no problem whatsoever. It is the texture stuff that is a bit problematic and boring work. The results are not very exiting, I get distracted easily by other things, like Blender/yafray feature requests and request for scripts I get by email. Implementing the new noise functions in Blender has been somewhat of a problem, I don't think the result as it is now will be that radically different from what is currently available in Blender. Since Blender does not do AA at the pixel level, aliasing is also a bit of problem, some of which can be overcome, but still the result is not spectacular. And seeing that more and more complaints arise about rendering speed, some of the new procedurals will only add to that (especially the voronoi/minkovsky combination, horribly slow).
I also have problems with the user interface, not the interface itself but the naming of parameters, it is a bit hard coming up with something userfriendly, how do I 'translate' things like lacunarity/gain/offset/H/distance metric/ etc...
Besides all that, I'm having compile problems since the new scons build...
I have to finish it soon though, other things coming up in real life that will prevent me from coding for some time again...
edit: 'voronoi/minkovsky'... must sound like a horribly boring science/physics theory or something, very exciting to the average Blender user I'm sure... (yawn...)...
Well, the problem is that basically all of those parameters affect smoothness/roughness in some way. The 'lacunarity' parameter for the musgrave procedurals basically controls the scaling of the noise frequency per octave. I could call it 'frequency scale' or something but that would still be just as confusing to most I think.kencanvey wrote: Sorry if this seems a bit of a dim suggestion, but as to the naming of controls, I gather that lacunarity is smooth n rough? or gaps n pits? just an idea but could you not use small pictures at either end of the scale to show the effect? I don't know if this is possible in GUI.
In Blender the texture preview always updates after any parameter change btw.