My sincere apologies for keeping silent for so long, but it seems that there has just been too much happening in my life to have time to post updates. Not much happening on particles currently, but here's a quick recap of what has happened since my last post.
As some of you may already know I got a 7 month job from the Blender Foundation as a part of the 2.5 support team! The current main goal is getting Blender 2.5 out of beta, so bug fixing is what I mostly do these days. Currently I'm keeping busy with non-particle bugs, but that's only because the 2.5 bug tracker is already pretty much free of particle bugs. I dare you to find me some more though as the goal is to have 2.5 ready for serious work!
As part of the bug fixing I refactored the particle collision response code to be much more stable and robust. So no more leaky/freaky collisions for particles! Real new features are a no-go before 2.5 is out of beta, but that hasn't stopped others from tinkering with cool stuff for the future.
Raul's fluid particles were committed before the feature freeze and I currently have a patch to review from Raul and Stephen that implements plastic spring behavior to the fluid (sticky goo here we come!). This feature will hopefully be ready when the feature freeze ends! You can read more about fluid particle development in Raul's blog.
Lukas Tönne has also been busy with node particles and more. I haven't yet had much time to check out his work but I've been hearing many good things and have high hopes for this project! More info about this in Lukas's blog.
I still think it would be a good idea for me to start making video tutorials on various sides of the particle system, but I just never seem to have the time to sit down and start recording. I also have a huge todo/ideas list for particles and proper development will surely continue once the feature freeze ends.
To finish here are a few teaser pics of a what could be possible in the future with just one particle and some code I have laying around :)
Monday, October 11, 2010
Oh how time flies
Subscribe to:
Post Comments (Atom)
First off my compliments for your 7 month job!
ReplyDeleteSecondly... is that branching stuff what I see!?! that's simply made my day! I know it will not happen soon, but those screen grabs are cool!
Thanks Jahka
Oh, wow! That's great to hear, Jahka. I'm pretty sure your assistance to bug tracking and fixing could very much influence how Blender 2.6 will be born.
ReplyDeleteAnd regarding your screenies, is that something like particle branching (ditto grfxthought)? Man, I can't wait to get a hold of this feature.
Good luck, mate!
-Reyn
Thanks for your hard work.
ReplyDeleteP. Monk
Hey!!
ReplyDeletewelcome back!
Do you think the HAIR particle system cold be use as "curve modifier" in the feature?
I mean, for make fat fur or something else
check this tutorial for 3DSMax for better understanding :)
http://www.treddi.com/forum/topic/75317-hair-fur-there-is-more-beyond-the-hair/
Great to have some of your news. I hope the end of the beta stage, to see all of this particles goodness. Thanks for your work.
ReplyDeletegrfxthought and reynante: yes it's branching child particles indeed. The old branching feature was quite a hack, so I figured I could do a bit better this time. Will still have to see how far I can push the functionality!
ReplyDeleteMax Puliero: you can already achieve something quite like that with the particle instance modifier.
Hello,
ReplyDeleteI just realized that I can't "weightpaint" particle scale and rotation in 2.5
These features were available in 2.49 and were giving GREAT ability to distribute for example grass over surfaces.
Without these two, Blender experiences real harm to its viability.
...Please code them back...
Thanks!!!