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Moving to Blender

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Re:Moving to Blender
« Respuesta #50 en: 22 Marzo 2014, 20:58:19 »
La Blender Foundation potencializa blender producción tras producción,
otorgándonos un producto mejorado en todos los sentidos gracias al
trabajo de todo un equipo de artistas, desarrolladores, personas que
contribuyen con donaciones o comprando los productos derivados de las
producciones.

Actualmente esta en marcha Project Gooseberry


Epar

Re:Moving to Blender
« Respuesta #51 en: 22 Marzo 2014, 21:31:02 »
Me gusta mucho esta filosofia de trabajo. Son nuevos tiempos, es necesario una nueva forma de pensar y actuar.
Me gusta, si señor.

gorka

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Re:Moving to Blender
« Respuesta #52 en: 22 Marzo 2014, 21:35:28 »
Come on Blender!!!

Renderout!

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  • Marco Delgado
Re:Moving to Blender
« Respuesta #53 en: 22 Marzo 2014, 21:40:01 »
Yo me pregunto inocentemente. ¿Y si eso genera dinero quien se lo lleva?

Re:Moving to Blender
« Respuesta #54 en: 22 Marzo 2014, 22:35:13 »
Madelgado.. Hay un equipo de desarrolladores más o menos fijos, que cobran un sueldo normalito. Del 'merchandising', las donaciones, etc.. sale ese sueldo.
Vamos.. que nadie se embolsa nada. Ton Rosendal lleva 20 años dirigiendo el Blender instituto y no tiene pinta de millonario, precisamente. Ademas, puedes charlar con el con solo entrar en el IRC, (en freenode, canal #blendercoders) suele estar ahi casi a diario, como la mayoria de desarrolladores de Blender.
Epar.. acabas de definir Blender. No es solo un soft.. es toda una 'filosofia' de trabajo.

Re:Moving to Blender
« Respuesta #55 en: 22 Marzo 2014, 23:25:08 »
Otro gigante que aporta mucho al desarrollo de blender es Google Summer of Code

Proyectos 2013

Citar
Google has granted us 15 slots for the 2013 Summer of Code edition!
During the next weeks the students have to time to meet with everyone and get familiar to our projects. Official start for work will be June 17th.

Everyone’s invited to feedback and monitor student’s progress on the SoC list:
http://lists.blender.org/mailman/listinfo/soc-2013-dev

We will take special attention to coupling students with the stakeholder users!

Below are the summaries of the projects:

Alex Kuznetsov – VSE Improvements
Mentor: Peter Schlaile

Video Sequence Editor will be redesigned and upgraded to be closely integrated with the rest of Blender, while having cleaner API. Underlying structure will be significantly modified for cleaner and optimizable code.

Alexander Pinzon – Sketch Mesh Editing
Mentor: Howard Trickey

This project proposes to implement a method for mesh editing based on sketching lines defines by user and preserving the geometric details of the surface.
Based on paper: http://www.youtube.com/watch?v=EMx6yNe23ug&feature=youtu.be

Antonis Riakiotakis  – Painting tool improvements
Mentor: Lukas Toenne

This proposal will target usability, feature and system design improvements for Blender’s paint system. Unification of symmetry and anchored and area stroke modes, curve driven strokes, sharpen tool, re-use code for Vertex/Weight paint, bucket fill, better texture selection, etc.

Daniel Stokes – BGE LOD and Bug Fixing/Polishing
Mentor: Joerg Mueller

This proposed project intends to be mostly a bug fixing and polishing project for the BGE, similar to some past Blender GSoC projects. It also contains a level of detail system to allow Game Engine artists to make more efficient use of system resources.

Gavin Howard – Cycles Deformation Motion Blur
Mentor: Stuart Broadfoot

My proposal is to add to the Cycles Render Engine the capability of blurring moving parts of deformed meshes, separate from the non-moving parts.

Ines Almeida – Improved OpenGL Debugging and Profiling
Metor: Mitchel Stokes

This project aims to bring common profiling options to BGE, extending and improving the existing ones, namely: resources spent with user logic, rendering different objects and how much of the graphics card memory and capabilities is being used. Another objective of this project is to improve general Blender debugging using the new OpenGL debugging system.

Jason Wilkins – Viewport FX II
Mentor: Brecht van Lommel

This is a proposal to continue updating the way Blender draws to the screen. Blender relies on an older version of the OpenGL graphics library that is no longer fully supported by hardware providers. For this reason, when new generations of graphics cards are released, Blender would not fully benefit from the increases in capability and performance.

Joseph Mansfield – Expand and improve motion tracking
Mentor: Keir Mierle

I plan to focus on multicamera solving and reconstruction from footage with variable focal length. In addition, I will make various smaller improvements to the motion tracking workflow and interface.

Joshua Leung – Dependency Graph and Evaluation
Mentor: Ton Roosendaal

This project aims to investigate and resolve the various design issues involved in creating a new future-proof dependency graph system, and will result in an initial implementation of relevant core components.

Rafael Campos – Texturing for Volume Rendering in Cycles
Mentor: Brecht van Lommel

Volume Rendering can be divided in texturing and in shading – this project aims to implement part of the texturing required: creation of the 3D texture Voxel Data and integration of the OpenVDB library to use its grid representation for the volume data, all in the new rendering engine, Cycles.

Sergej Reich – Rigid Body Simulation Improvements
Mentor: Miika Hamalainen

Since version 2.66 blender has a rigid body simulation integrated with the animation system. While it works well for simple cases, there are several limitations that make more complicated setups difficult or even impossible. This projects aims at improving this system.

Sergey Sharybin – Threaded Object update for dependency graph
Mentor: Campbell Barton

Main goal of this project is to achieve Object animation updates to use multiple threads. For this project I could foresee changes in both dependency handling and the modifier stack code.

Thomas Dinges – Cycles: Add new shader nodes
Mentor: Stuart Broadfoot

I would like to add several new nodes to the shader nodes, to give the user more options and possibilities. Also, some shading features to give more control over shaders and the rendering. Most items are approved already and are listed on the Cycles ToDo list.

Vincent Akkermans – Towards a full User action replay system
Mentor: Ton Roosendaal

This proposed project aims to bring several enhancements to existing code with the objective of making full action replay possible in the future. More concretely it aims to finish the macro system, enhance RNA descriptions, fix operator re-execution by capturing contexts, and implement a user action log system for visualisation.

Walid Shouman -  Mesh Custom-Data Transfer
Mentor: Campbell Barton

A generic system to move custom-data (such as UV, seams) between different mesh objects. Support for different methods to transfer mesh data will be added. Spacial – find close points on both meshes. Ray-casting – do ray-trace lookups to identify similar geometry. Topology – 2 meshes with the same or similar topology.

Google Summer of Code 2014 ya esta abierto !

http://www.google-melange.com/gsoc/homepage/google/gsoc2014

Puedes descargar y probar estos desarrollos en:

http://graphicall.org/page-1
« Última modificación: 23 Marzo 2014, 00:00:34 por miguelito08 »

Re:Moving to Blender
« Respuesta #56 en: 23 Marzo 2014, 00:05:09 »
Herramienta muy buena para retopologia en blender


rlocatellidigital

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  • designer gráfico, modelador 3d
Re:Moving to Blender
« Respuesta #57 en: 23 Marzo 2014, 17:39:41 »
Blender ha evolucionado rápidamente en los últimos 2 años. Su interfaz de usuario mejorado en gran medida, por lo que es un poco más amable. Y sus características son realmente impresionantes.
Aquí tenemos una de las películas hechas con Blender:

gorka

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Re:Moving to Blender
« Respuesta #58 en: 23 Marzo 2014, 19:13:22 »
Blender ha evolucionado rápidamente en los últimos 2 años. Su interfaz de usuario mejorado en gran medida, por lo que es un poco más amable. Y sus características son realmente impresionantes.
Aquí tenemos una de las películas hechas con Blender:


Muchas gracias por la informacion rlocatellidigital, y bienvenido al foro! :)

Re:Moving to Blender
« Respuesta #59 en: 23 Marzo 2014, 19:59:10 »
Blender ha evolucionado rápidamente en los últimos 2 años. Su interfaz de usuario mejorado en gran medida, por lo que es un poco más amable. Y sus características son realmente impresionantes.
Aquí tenemos una de las películas hechas con Blender:


Bienvenido rlocatellidigital y gracias por la info

Sintel es una muy buena producción y ejemplo de lo
que se puede conseguir con blender.