I'm not an official developer, but I think this kind of stuff would be better of as an add-on. I know the point of where a line should be drawn has come up before (generators for trees, cars, boats, cities, spaceships, ...) and whether or not such functionality belongs in the Blender source. I haven't read any of those papers yet, but I'm guessing a Python add-on would be sufficient and better suited for it's purposes. Also, as Douglas pointed out, we already have a tree generator add-on (called 'sapling').
-Patrick > Date: Thu, 5 Apr 2012 08:01:27 +0200 > From: [email protected] > To: [email protected] > Subject: Re: [Bf-committers] Procedural generation for summer of code! > > You guys need to look at what is already there. There is a city > generator but not a free one. I would love to see a free one. But the > current code has a tree maker and an ivy maker. You just need to turn > them on in the preferences. > > Spaceships or house would be cool but not sure how you do it to make > really good ones. > > Douglas > > On Thu, Apr 5, 2012 at 2:57 AM, Trevin Forkert <[email protected]> > wrote: > > As a user, I would be happy to see procedural trees back. There used to be > > a script for Blender 2.4 called "Trees from Curves" that worked a bit like > > what is described in that Disney paper. You could rough out the overall > > shape with curves and then add twigs and branches with bounding volumes. As > > far as I know, this hasn't been ported over to work with Blender 2.6. > > > > On Wed, Apr 4, 2012 at 8:09 PM, akanksha vyas <[email protected]>wrote: > > > >> Hello. > >> > >> I have some questions about the google summer of code Blender project! > >> > >> I have been looking into procedurally generating graphics, and it seems > >> really cool. I was wondering if you guys would be interested in having > >> someone work in that area. > >> The fluid simulation project is along those lines, but I have been looking > >> into algorithms for trees, spaceships, even entire cities. They seem really > >> cool and I love to work on it. > >> I was wondering of you guys could give me some direction. I did look > >> through the paper on the fluid simulations, and that seems cool too. > >> > >> In the mean time, here are some papers and videos I have been looking at: > >> > >> Cities: > >> http://dl.acm.org/citation.cfm?id=604490 > >> > >> http://www.gamedev.net/blog/33/entry-2250171-trees-procedurally-generated-and-voxelized/ > >> > >> Trees: > >> http://www.disneyanimation.com/library/tangledProcTrees.pdf > >> > >> And this is my favorite: > >> http://www.infinity-universe.com > >> > >> Thanks! > >> > >> -- > >> >From the desk of Akanksha Vyas > >> _______________________________________________ > >> 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 > > > > -- > Douglas E Knapp > > Creative Commons Film Group, Helping people make open source movies > with open source software! > http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php > > Massage in Gelsenkirchen-Buer: > http://douglas.bespin.org/tcm/ztab1.htm > Please link to me and trade links with me! > > Open Source Sci-Fi mmoRPG Game project. > http://sf-journey-creations.wikispot.org/Front_Page > http://code.google.com/p/perspectiveproject/ > _______________________________________________ > 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
