Hi, Jacob is now on moderation, I'll check and approve his mails manually for a while.
-Ton- -------------------------------------------------------- Ton Roosendaal - [email protected] - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > On 16 Mar, 2016, at 12:51, Antony Riakiotakis <[email protected]> wrote: > > Jacob, since you are not mentoring any students, and in fact not coding for > our C codebase, I would strongly suggest you refrain from giving feedback > and asking questions in the GSOC threads. In fact your attitude is -very- > close to spamming. Please stop. > > Nathan, I would be glad to review any proposals you make. Note that we do > have a PBVH system in blender sculpting already and ideally we would like > to reuse some code and even allow vertex painting and/or sculpting at the > same time. There are some complications since our vertex painting code is > polygon based and sculpting is vertex based, but hopefully we can adapt the > code to handle both. > > > On 16 March 2016 at 07:39, Jacob Merrill <[email protected]> wrote: > >> here is the mouse over magic to get the correct projection to cast the ray >> >> >> https://github.com/jesterKing/blender/blob/master/blender/release/scripts/templates_py/operator_modal_view3d_raycast.py >> >> Note* this is not the BVH flavored ray - it's just a example of the math to >> cast the ray youll need to cast inside the BVHTree >> instead * >> >> On Tue, Mar 15, 2016 at 10:25 PM, Jacob Merrill < >> [email protected]> >> wrote: >> >>> https://www.youtube.com/watch?v=K-MLpEmVgT8 >>> >>> I build the tree on init -> then I use a hitpoint provided by the game >>> engine physics, but I think you will want to use the camera projection >> and >>> the mouse x,y to build the raycast, from there you can get all units in a >>> radius, you can then get the distance from the hitpoint to do the color >>> based on a multiplier >>> >>> https://www.youtube.com/watch?v=K-MLpEmVgT8 >>> >>> >>> On Tue, Mar 15, 2016 at 10:20 PM, Jacob Merrill < >>> [email protected]> wrote: >>> >>>> I have used bvh accelerated raycast via Python to do fx in game in the >>>> game engine, and I have also used kdtree, >>>> >>>> It's fairly simple, and a great idea, would it be in Python, or C etc? >> If >>>> it is python I can help with that. >>>> On Mar 15, 2016 10:16 PM, "Nathan Vollmer" <[email protected]> wrote: >>>> >>>>> Hi everyone! >>>>> >>>>> My name's Nate Vollmer, and I'm a student at Idaho State University >>>>> interested in computer graphics. (One of my projects last semester: >>>>> http://www2.cose.isu.edu/~bitinat2/RayTracer/) >>>>> >>>>> I've written a draft for Blender's GSoC realizing the BVH vertex/weight >>>>> suggested idea, and was wondering if I could get some feedback/tips on >> my >>>>> proposal. Vertex painting is a very important feature for character >>>>> riggers, and I'd like to make it as convenient and efficient as >> possible. >>>>> >>>>> I appreciate all the help! >>>>> -NateVB >>>>> _______________________________________________ >>>>> 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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
