I have also experience developing Python scripts for Blender, so... could be nice to port my morphing algorithm to a Python script? It wouldn't be as fast as morphing shaders, however it can be useful too.
What do you think? Quoting [email protected]: > Thank you for your response, Sergey, > > Not only the lack of tessellation shaders but probably compute ones > too (even if OpenCL can replace them). > > On the other hand, to my knowledge, Blender project wants to become > also more useful to game developers, for this reason exists BGE (Game > Creation in https://www.blender.org/features/). > > Anyway, as you say, for applying to GSoC I need to work on a viable > coding project. Cause of that, and because I gained experience > developing any kind of shaders, I ask you what kind of shader related > code Blender needs. I don't want to pick the first project that > someone told me, if it was the case I would pick to one of the Blender > GSoC confirmed ideas. But I want to work on shaders and I think I > could help Blender in that sense. > > Can you specify me a little bit what do you mean with "bringing it to > a new OpenGL standards and implementing PBR in viewport are the > project", please? > > Maybe I could work on bringing geometric and tessellation capabilities > to Blender? > > Álvaro > > Quoting Sergey Sharybin <[email protected]>: > >> Hi, >> >> There's technical issue, which is lack of tessellation shaders. They >> probably might be hooked relatively easily via GPU extension, but you might >> also be doomed to upgrading whole GLSL system to a newer spec. >> >> There's also a workflow problem. Personally i don't consider Blender as a >> framework or a game engine, it's mainly a 3D modelling and animation tool. >> Which means tools should be aimed to artists. In case of GLSL shaders i >> case see how viewport would benefit, but i don't see how you'll be able to >> use those morphed objects in renders. >> >> Thanks for your response. I would like to port my project to Blender, with >>> Animation Nodes or whatever; but there is no much time to discusse, afraid >>> so. >>> >> >> If you're applying for GSoC you kind of expected to know what and how >> you're gonna to work. >> >> >>> >>> Working on this project gave me huge experience with all kind of shaders. >>> So, do you know any shader-related issue to code on Blender? >>> >> >> Bringing it to a new OpenGL standards and implementing PBR in viewport are >> the project. >> >> >>> Because if it's not possible or doesn't make sense implement my project, >>> probably I could help developing shaders or improving shader capabilities >>> of Blender. >>> >>> I have less than a day to write my proposal and I need to know what's the >>> best. >>> >> >> The best is to pick a project which you're really feel is your thing and >> not pick a project because someone else told you. >> >> -- >> With best regards, Sergey Sharybin >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
