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MiikaHweb Blog -> Blender (Page 5)


Progress Update

Aug-27-2010    1 Comment

I've been quite busy with other things lately but Mesh Paint development is still going on. :)

Most of the features I have posted videos about are finished. I have also added some new stuff like ability to paint with mesh proximity (so mesh doesn't have to intersect canvas to apply paint).

One new feature is of course ability to erase paint. (Quite necessary part of any paint system ;o) In this video the wiper is a textured eraser:



Because current development speed is rather slow and still so many features are unfinished, it may take up to 2 weeks before I'm able to post a new patch. (I don't want to release buggy stuff. :))

Posted by MiikaH at 17:55

Category:Blender, Development
Tags: Blender, Dynamic Paint

Textured paint objects!

Aug-15-2010    5 Comments

This week I've been working on "textured painting" for my Mesh Paint tool. Basically you can use object material/texture to define paint color and strength.

This works on both solid and volumetric materials. Texturing can be used to add some randomness to paint coverage or even better: to allow painting with smoke! You could make dirt clouds that affect environment etc.

Here's a short demo of smoke domain being used as textured "Paint" object. Painting with smoke:

Posted by MiikaH at 10:01

Category:Blender, Development
Tags: Blender, Smoke, Dynamic Paint

Mesh Paint Effects

Aug-08-2010    4 Comments

I've been working on some kind of effect system for Mesh Paint. Hardest part of it is to make it work along all those UV-islands mesh very likely has. Some simple effects are partly ready but they currently only work on planar mesh, so still about 3/4 of work to do.

Here are previews of two basic effects. First, spreading / expanding paint:


And dripping paint (Ya, I know it could look better. I'm working on it.):



And special thanks to everyone who donated to support my development! :)

Posted by MiikaH at 15:00

Category:Blender, Development
Tags: Blender, Update, Effect, Dynamic Paint

Mesh Paint test build available

Aug-04-2010    2 Comments

Mesh PaintI have updated my Blender Builds and GraphicAll build to use "Mesh Paint".

Basic usage is really simple, just set some objects as "Paint", one as "Canvas" and click bake. Hardest part is to generate UV-coordinates and load the output image sequence. -_-

That's why I made a quick step-by-step tutorial to get you started: Blender: Mesh Paint Basics.

This patch should be rather stable. (At least I haven't experienced crashes lately.) But when you encounter bugs or crashes please report them to me. And try to explain how to reproduce it. :)

UPDATE: A greatly improved version is now released. You can download a patch from my Blender Builds page.

Posted by MiikaH at 06:32

Category:Blender, Development
Tags: Blender, Dynamic Paint, Update, Patch

Displacement map painting

Aug-02-2010    4 Comments

Yet another way to use Mesh Paint: displacement maps. (Or bump maps too for that matter.)



Next I'm gonna clean up the code from useless test stuff and perhaps release a first test version. :)

For next features I'm planning to add some kind of animated "effects" like dripping and expanding.

Posted by MiikaH at 07:42

Category:Blender, Development
Tags: Blender, Dynamic Paint, Particles, Displace, Update

Mesh Paint progress update

Aug-01-2010    2 Comments

During the last week I added mesh paint properly to Blender source (my previous implementation was just a bunch of edited modifiers :p) and added user interface elements. I think that was one of the hardest parts of this whole project. Just browsing through Blender source trying to figure out how to add new modifiers, operator buttons etc. :)

I also did some optimizations and improvements on base code and added some new features.

Particle painting is now finished:


Then I added sub steps to allow solid results even with fast moving objects:


I'm soon about to finish displacement painting as well.

Posted by MiikaH at 10:56

Category:Blender, Development
Tags: Blender, Dynamic Paint, Particles, Update

Smoke patch is now in trunk

Jul-27-2010    0 Comments

Blender SmokeMy smoke patch is now in Blender trunk! Just grab a build later than SVN r30809 and try it out.

Update includes my new smoke patch and some additions by Daniel Genrich, including GUI adjustments, automatic particle system when creating a smoke flow and adaptive timesteps to ensure stable simulation while having high velocity fluid.

Posted by MiikaH at 16:22

Category:Blender, Development
Tags: Blender, Smoke, Patch, Update

Multicolor painting on an animated object

Jul-27-2010    1 Comment

I just uploaded a new video demonstrating "Mesh Paint" with an animated "canvas" object (Mancandy) and multiple colored "paint" objects.

Posted by MiikaH at 07:07

Category:Blender, Development
Tags: Blender, Dynamic Paint, Update

Blender is going to have wetmaps!

Jul-25-2010    3 Comments

Mesh PaintFew weeks ago I started developing a new feature to Blender: wetmaps. Being a simulator fan myself, I have always hoped Blender had some sort of "wetmaps" to allow realistic fluid simulations.

Well, now I finally started implementing it but it turned out to be a lot more. I call it "Mesh Paint" atm.

Check out some of my first tests:

Basic wetmaps:


Other kind of mesh interaction:



This system allows you to "paint" textures with other animated objects or particles. The "canvas" can be any mesh and it can even be animated. You can also specify colors for painter objects. Result will be saved as an image sequence that can be used on canvas as texture to produce preferred effect.


However, this project is still in very early stage so there is no downloadable build or patch available anytime soon. All depends on how much time I have and if I manage to keep motivated. :)

Posted by MiikaH at 21:05

Category:Blender, Development
Tags: Blender, Dynamic Paint, Update

New Blender Smoke Patch

Jul-06-2010    3 Comments

Second smoke patchI have just finished a new patch to improve Blender 2.5 smoke simulator.


The major changes in this patch are:

Smooth High-Res Emitter

When using high resolution, the smoke usually gets blocky around the emitter.
Old Blocky Smoke Smooth Smoke
This patch adds a new setting to use "smooth" emission. (Right image)

Additive Emission

Now it's possible to make emitter to add density values to current density in the scene. So you can use low density emitter, like 0.1, and still have dense smoke. This allows even smoother emission.

Changing smoke vorticity

This patch allows you to change smoke vorticity. It defines how much turbulence or rotation fluid has. So lowering it gives you very smooth smoke.

I made this candle simulation using just 0.1 vorticity:



Some minor updates are: domain border collision settings, "Time Scale" slider and "Initial Velocity" multiplier.

You can check complete changelog here: Patch changelog
And download the patch here: Download the patch

Also my Blender Builds are using this patch. So just download a build here.

Posted by MiikaH at 19:02

Category:Blender, Development
Tags: Blender, Patch, Smoke



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