Archive for November, 2010

Test Builds Soon To Be Released for Sponsors!

Monday, November 29th, 2010

Time to post an update on this project. We’ve made great strides on our primary goals!

Progress

We’ve been able to find a work-around for the Time animation issue on the Ocean Texture. We’ve been able to set up a basic implementation of the Ocean Modifier, and we’re able to animate the displaced ocean mesh in both scenarios.

Another exciting feature addition is the ability to target wave peaks with a foam setting to affect materials and textures for colour differences.

A few more tweaks, and we will have a test build for people to start experimenting with and sending us feedback.

Finances

Budget-wise, we’ve spent about 60% of the current budget of $1600 (minus Paypal transaction fees). So, as we start to get closer to the end of the donated budget, we will need to focus attention on stabilizing current features, and deciding if we can squeeze any additional features into the tool. This is completely dependent on our donation level, so even if you haven’t donated yet, it’s not too late to get involved!

Test Builds

As a reward for those who have already invested in this project, we will be releasing the test builds only to those who have donated. We will be releasing everything to the public following the end of the project, but would like to encourage additional support from those who may be interested, but neglected to donate to the project.

Still Looking for Additional Donors

I have been so proud to see the response from Blender artists world-wide. It’s been great to be able to pay for Matt’s great work on this project with real money, and not just a promise of free beers or coffee money. This project has shown that artists can affect influence on feature development by combining their modest financial resources to create something of value for everyone.

So, in that light, I would unashamedly continue to ask for your financial support of this project. Every extra dollar will allow us more time to tweak this tool to really make it work well for everyone. And as a bonus, you’ll get access to the early test builds of this branch project before everyone else!

Need 2 Volunteers To Help With Builds

We are currently looking for 2 people who have the skills to create OS specific builds from the project source files. We are looking for people to help us create Windows and Linux builds. If you have decent experience with this and can supply us with these OS builds in a timely fashion, please let me know directly at todd@resonancemedia.ca.

Cheers,

Todd

Development Update – Looking for sponsor input

Friday, November 26th, 2010

Hello Ocean Sim Sponsors and Contributors!

Matt has been working hard on this project, and we are now elbow deep in coding and solving problems as they arise on this project. I hope this post will clarify the process as well as give you some insight into the challenges that we are facing to bring this tool to life.

Our Main Goals

The main goals of this project currently are the following:

1. To port the original Ocean Sim (which was Texture based) into 2.5 and replicate the original functionality.

2. Find a way to implement this tool in a better way. Based on Matt’s and Ton’s input, creating an Ocean Modifier tool that displaces the mesh directly seems to be the way to go.

3. Find ways to make the ocean wave generation algorithm future friendly, in the hopes that someone (not as part of this project) can more easily set up an Ocean Node in the future once the nodetree system matures.

4. Put time into additional features that would make the tool more valuable (multithreading, seamless tiling, foam maps, etc.). This is dependent on time spent on the first 3 goals.

Where We Are Now

The Ocean Texture component has been ported and is able to generate waves using the displacement modifier (this is Goal 1).

The Ocean Wave Algorithm codebase has been decoupled from the original Texture tool, thus making it easier for it to work with other tool types (modifiers, nodes, etc.)

It took extra time, but multithreading is now working for the Ocean Texture tool.

We have run into a bug/design flaw in 2.5’s RNA system that is preventing us from animating the Time parameter in the view port. This is really a showstopper for effective production use. Matt is consulting with other devs to see if a solution can be reached.

Currently the Ocean Texture is not generating normals in order for use with bumpmapping. This can be overcome by using a high resolution mesh, but adds one more negative to the Ocean Texture solution.

Time Spent

• Currently Matt has spent about 2 days working on these issues. Our budget should allow for about a week’s worth of paid time to spend on this project.

Financial

• The SaveTheOceanSim project has currently spent $150 out of the donated funds as a deposit for the work.

Concerns

• We don’t want to waste too much time on the Time animation issue with the Ocean Texture if we can’t find a solution in the near future.

• Matt is fairly confident that the Ocean Modifier would not have this issue.

• We may need to make a decision to abandon the Ocean Texture and focus exclusively on the Ocean Modifier.

• Since the first group of donors were sponsoring the Ocean Texture porting, I will need to get some feedback from you prior to making this decision.

Thanks once again for all of your involvement in this project. As always, your feedback is appreciated. I will try to keep you up to date as we progress through the development of this tool. Fingers crossed!

Progress Report

Friday, November 26th, 2010

Just wanted to let the community know that a deposit has been paid from this project to Matt Ebb to start the Ocean Sim Port to a 2.5 branch. He estimates that he should be able to work on it early next week. Stay tuned!

I'd also like to thank the community for trusting me with their hard earned donations. I will be endeavouring to keep you apprised of each development, as well as the features for Version 2 of the Ocean Sim tool once they have been established. It is of the utmost importance to me that the money is well spent. Thanks again!   Todd

Project Update!

Monday, November 22nd, 2010

Things are progressing well! Matt has started working on the porting of the original Ocean Sim texture into a 2.5 branch, and discussions for Version 2 of the Ocean Tools are being profitable.

Here's Matt's feedback after a day of working on the project:

Screen shot showing implementation of Texture Based Ocean Displacement working in 2.5 (click image for large version)

"… I worked on the ocean texture all day today and I've got it up and running. Rather than port it 100% directly from the 2.4 version, what I did was split up
the code a bit better so the core ocean sim sits in blender internally as more of a library, which the texture can then access via a clean separation. It was all rolled into one before, but doing it this way makes it easier to later on access this sim code from other parts of blender instead (eg. modifiers, node trees, etc) without having to re-do all the work.

So it's working, but I have noticed some further multithread-safety stability issues that become a lot more apparent in 2.5 due to the threaded render/texture preview render. I already fixed some outstanding threading problems along the way today, but it looks like there are more to ferret out – I have some clues though. Unfortunately I'm over a day spent now, I hope these won't take too much longer to fix.."

The general consensus when discussing Version 2 with Matt, and other developers is that it is too early for the NodeTree implementation of the Ocean Sim Tool. So, we are now setting our sites on an intermediate target that uses the Modifier Stack to generate the waves directly.

In addition, as Matt alluded to above, we also would like to make Version 2 as future friendly to the node system as possible, which is why he has made some internal code changes to make that transition easier for Version 2 and Version 3 (in the future). I really believe that the nodetree implementation of the Ocean Tool will be the most powerful way to do it, allowing the advanced effects of foam and spray generation from the wave peaks. It's just too early to invest in creating an Ocean node or some other tool to work directly with the nodetree system.

So, that being said, it would be great to see some more sponsors get on board. We really want to have something at the end of this we can be proud of, that works well and has had some time for significant testing. The more you donate, the more time can be put into making this tool something useful for all of us!

New Information Page

Friday, November 19th, 2010

Have a look at this comparison page showing the different techniques for ocean simulation. It's good to have a context when talking about new features.

New Donation Goal Added!

Friday, November 19th, 2010

Due to the overwhelmingly positive response from the Blender community, I have raised the Donation Goal to $1500. Funding above the initial $350 level will go towards New Development on the Ocean Sim Module! Exciting news!

New development targets are still to be decided, but may include the following:

• Completion of multi-threading work started eariler
• Adaptive subsurf within the camera frustrum during rendering
• Seamless tiling of the ocean mesh
• Direct generation of ocean mesh from module
• Ability to generate foam maps

I will be working with the developer to establish some concrete "next steps"
for new development on this module. There are many features that other commercial applications have for deep ocean wave simulation that the original Ocean Sim did not have (and that no other feature in Blender has for that matter). For that reason there is plenty of room to see new development work improve the Ocean Sim 2.5 branch that we are starting.

If you have any questions or concerns about this second round of sponsorship, or would like clarification about any of the project, please email me directly at todd(at)resonancemedia(dot)ca. Thanks for your support!

Initial Donation Goal Has Been Reached!

Wednesday, November 17th, 2010

Thanks to the supportive Blender community, our initial donation drive has been reached within 24 hours of launching the fundraising drive! Thanks to all who
contributed!

Now that the funds have been collected, I will be working with the developer to start work on this project. News regarding the timing of the work will be announced a little later.

Thanks to all who contributed. If you didn't get a chance to contribute, please keep this project in mind for a Round 2 drive. If there is enough support, I'd like to organize a drive to add new features and improve the current state of the Ocean Sim.  Thank You!

Welcome!

Tuesday, November 16th, 2010

Welcome! The purpose of this fundraising drive is to raise a small amount of money in order to sponsor a blender developer to port the Ocean Procedural Texture (commonly referred to as the Ocean Sim) feature from Blender 2.4x to a 2.5 branch.

Blender Ocean Sim demo from Matt Ebb on Vimeo.

To find out more about how this works and what it does, you can read more about it here.