A bit late this month, but I didn't feel like it. But here goes the review of November.
Small Changes
I have a bit of a problem to find a good headline for this section. I worked on some of the modifiers and often added only a small feature. First I changed the Rotational Constructor, I needed the ability to assign materials to edges. It turned out to need a bigger change to some material handling, but I could add it. The color coding I thought was absolutely necessary proved to be irrelevant, I could work very well without it.
Then I ran into problems with the Sweep Constructor. It was not well suited to big objects. The other problem later turned out to be a general problem, when I wrote about it I still thought it had to do with some rotations. But it turned out, that one of the two partial paths didn't work at all, I just never used it and so didn't even notice it. The problem was much more complex than anticipated, but I could solve it.
I modeled a lot in November and so found a whole bunch of small problems. Most of the issues are fixed in the meantime. First was the addition of some short cuts and the start of a simple feature to align the origin of objects. The alignment I also got working quite fast. I even added a special mode for groups, I can now set the origin of the group to that of one of the objects.
Then I worked yet again on the Draw on Plane-modifier, this time adding moving multiple vertices. But first I started to change the existing command to move vertices. That code added way too much state to the modifier resulting in big objects and strange undo behavior. After I managed to do that, I also got moving multiple vertices into the program.
And finally I started work on the Free Edit Modifier. That modifier always adds and moves vertices in a plane defined by a selected point of the model and the screen plane. I needed a way to constrain the movement and first thought it would make sense to put a limitation on what the plane could look like. But I quickly reconsidered and started to add something more simple.
Raytracer Problems
Another area of a lot of small problems was the raytracer. First I ran into a new problem with groups. I could eventually solve it. I also solved an older problem, transparency didn't work properly.
Also I finally started on the last issues for the Ward BRDF. The first is a way to define the number of glossy rays to shoot. Instead of producing yet another ad hoc solution I opted for a new design.
Cloning of Groups
A feature long missing from the program was the ability to clone groups. The problem was, that the design chosen when I implemented cloning of objects was insufficient. I had ignored the missing feature for quite a long time, but I finally wanted and needed it to work. After some days of mostly boring stuff I managed to get it working, albeit I still have some bug in the code I haven't located yet.
Game
Very slow progress on the game in November. At least I got the brakes working. And I decided to step back and build some structure into the program to better handle the tracks. The code is working, but it is also very convoluted and hard to maintain. Time to rework it.
Small Items
I managed to model quite some objects in November. I even managed to create some I posted in December.
Schedule for December:
Development - Editor/Raytracer - New Stuff
- Finish the Skeleton handling.
- Add some simple form of hair.
- New operator for landscapes (short description)
- Rewrite 'Add Edges'-modifier to make it possible to cut a face along a fragmented edge
- Add moving constraints
- Add timelines for better animation support (description)
- Make the anivals exportable (description)
- Chamfer modifier
- Handle collisions of the cloth and the body
- Parallax mapping
- Add Depth of Field (description)
- Ward BRDFs
- Packet Tracing
- Parallel Tracing
- Speed up the OpenGL representation of polyhedron
Modeling
- Texture the character and the pieces of cloth.
- Add the skeleton to the character and the pieces of cloth.
- Model a tank top.
- Model some pants.
- Model some shoes.
- Model some skirt
- Model hair for character.
- Start on the second character.
- Continue on the ship.
- Continue on the Lab scene
- Finish Cat
- Start Bunny
Small Object - Modeling
Model four small or one medium sized object per month
Development - HTTPD
- Add the handling of compression.
- Do the benchmarks.
- Add connection to postgreSQL.
Development - Modeler and HTTPD
- Paper Doll System
Website
- Create Wallpapers
- Create Wallpaper page
I am still not feeling well, but I will try to finally do the review of December. Raytracer Quality SettingsSomething I started in November, the quality settings of the raytracer. First I had to finish implementation of the new class and transfer the
Tracked: Jan 06, 22:44
I am still not feeling well, but I will try to finally do the review of December. Raytracer Quality SettingsSomething I started in November, the quality settings of the raytracer. First I had to finish implementation of the new class and transfer the
Tracked: Jan 06, 22:46