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Re: Looking Ahead to K-3D 0.9

by Daniel Scott Matthews :: Rate this Message:

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On Fri, Jun 5, 2009 at 8:07 AM, Bart Janssens<bart.janssens@...> wrote:

> On Thu, Jun 4, 2009 at 8:14 AM, Timothy M. Shead <tshead@...> wrote:
>> More than that, however, I want us to look at "big ideas" - new methods
>> of interaction (the NURBS sketching that we looked at awhile back comes
>> to mind), a completely new API for writing interactive tools, etc.  The
>> bigger, the better.  As a personal starting-point, I'm going to be
>> picking-up a 3D mouse and a tablet, so I can start understanding how to
>> handle input from nonstandard devices.  I encourage everyone to start
>> thinking strategically about what it would mean to make the UI as
>> kick-ass as K-3D's internals.  Then start doing something to make it happen.
>
> One important aspect of UI work should be the ability for plugins to
> create custom constrols in the viewport, much like they can create
> custom controls in the panels right now. As I am slowly moving towards
> the construction of a house, I'd like to focus on getting the
> "architectural tools" idea that has been proposed for SoC off the
> ground. This should fit in nicely with UI work, as I guess many of
> these tools will require more UI interaction than other plugins. I do
> fear the house may be built before the tools are implemented in K-3D,
> but that's life ;)
>

I also have a personal interest in using K-3D as an architectural
design and simulation tool.
My wish list includes output to the Indigo render,
http://www.indigorenderer.com/  and interaction with
http://apps1.eere.energy.gov/buildings/energyplus/ as well UI tools
with the same level of fluidity and expressiveness as SketchUp.

The above wish list would benefit from a reworking of the materials
part of the application so that I can define a "substance" e.g.
concrete-123-xyz and that substance has physical properties that
include the optical (material) properties, but also thinks such as
mass, R value etc. so that one model can be used in Indigo for
presentation and visualization and also for LEEDs analysis and
documentation.

With the geometry associated with "substances" (phycal materials) K-3D
could also interface with architectural engineering tools to calculate
loads within the structure. e.g. http://www.csc.fi/english/pages/elmer
 or http://impact.sourceforge.net/ and this capability would also
benefit animation production requiring physics simulation.

If I had to pick one, of the above, I'd choose output to Indigo, and
the associated improvements in handling materials such as texture
baking so that Renderman SL can be used to define maps for output to
renderers that don't support it natively. i.e. have an internal
Renderman renderer and use it as just another way of defining a
texture map.

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