Archive / Month / January, 2007

As mentioned a few posts previously, I went to the linux.conf.au open day last week, representing Blender amongst all sorts of other projects.

I had a great, though brief time, took some photos, and wrote up a short report for BlenderNation, which I’ll also post here:



the blender desk at lca2007 open day

Blender was one of the forty or so projects that were exhibiting at the Linux.conf.au open day, held at the University of New South Wales in a nice glass covered pavilion in a courtyard. With me was Hassan, a Blender user and BlenderNation reader who very kindly offered to help out on the day, and also fellow ex-Elephants Dream artist Lee, who made the trip up from Adelaide.

Armed with a Blender-logo-on-white cube for signage that I’d fashioned out of pasteboard that morning, we had two of our laptops out on the desk, which was quite popular, being the foremost one in the pavilion that everyone saw as they were entering. There was always a small crowd gathered around watching Elephants Dream on repeat play, which many of them had seen before or heard of, and a few gleefully trying out the upcoming Sculpt Mode, by defacing a work-in-progress head model of mine.

The day was lots of fun, and according to the official stats, over 700 people came along, with about 400 attendees from the general public (i.e. who weren’t already at the conference), ranging from little kids to grandparents. We chatted with a few interesting people throughout the day, including someone that Lee and Hassan talked with from the National Gallery of Victoria, who was interested in using Blender for their new media productions. Unfortunately I had to leave early, but Lee and Hassan stayed around until the end, running into blenderartists.org member ‘jumpy-monkey’ who also dropped by.

All in all it was a fun day, if only just to hang out with a couple of other blenderheads. Sydney’s a big city, but I’m not really aware of many Blender users that are living around here (though I suspect there are plenty more in hiding). Perhaps we’ll have to organise more events in the forms of social gatherings or a revived Australian Blender mini-conf to draw you all out of the woodwork!

A lot is said about the bokeh effect in photography (and simulated in 3D CG), but it may not be commonly known that it’s something that can happen any time light passes through a small aperture, not just within a lens. The other day while I was in the back yard, I noticed the same thing as light was passing from the sun down through leaves in the trees above and casting beautiful patterns as each point of light spread out to become a disc shape on the ground below. I had to take a photo of it, and I bet there’s some kind of irony in that. :)

As far as simulating bokeh is concerned, we now have an incredible new Defocus node in Blender’s compositor in the upcoming 2.43 release, for simulating depth of field blur. I did a bit of testing while it was under development, and for the most part, it does an excellent job. Big thanks to Alfredo de Greef for that one.



Natural Bokeh

Linux.conf.au is one of the world’s premier Linux and open source software conferences, and it’s coming up very soon at the University of New South wales, in Sydney, Australia.

Part of the conference includes an ‘open day‘, almost like an open source trade show, on Thursday the 18th of Jan. I’ve been invited, and have agreed to give a short demo of Blender / Elephants Dream at the open day, but I’ve recently learned that there will also be 40 or so tables set up and available throughout the day for each project to give demos and have a chat with people.

There will be a lot of interesting people and open source projects represented here, and it would be great for Blender to have a presence. I can be at a table for a short while, but I’m really busy on that day and I have to leave early. So, are there any Blender users in Sydney who would like to come down and hang out there in the afternoon? That way there won’t just be a pathetic looking empty Blender desk as people come by A computer would be useful, but if not, it might still be good to have someone there at least to chat, show some pictures, etc.


The timetable looks like this:
9am: Furniture layout and check of electricity - Open Day organisers only
12pm - 2pm: setup for Open Day. If you need more than 2 hours to setup, please let me know.
3pm: Open Day starts
6pm: Food is served - one pie and drink per person (and extra for sale)
7pm: Prizes, announcements, some last talks
8pm: Open Day close

If anyone can help, that would be really great, so please get in touch with me (email: ) ASAP in order to work things out. Thanks!

Invert

Nothing like a nice, fresh, only-just-slightly-different design to usher in the new year.

Here’s another experiment with my game engine tablet support patch, now trying to do something a bit more practical with the virtual pen. I’m using the new rigid body constraints in the game engine to construct a brush tip out of ball joints - I have very little experience with them so it’s a bit rough. I wish I knew how to make the motion more damped and swing less loosely, but it works to an extent, and the main thing, it’s all good fun!

I actually find it interesting, since the swinging back and forth of the tip adds another dimension to it, you have to get the angle and timing just right, to get the mark where you want it on the canvas. Although it’s not anything that’s of immediate practical value, it does at least provide an additional level of depth of ‘analogue’ input that could potentially be exploited in fun ways.

Of course this isn’t anything too amazing, being just a poor remediation of ink painting, but it’s a small step along the way to something that I’m interested in investigating, developing more simple, yet flexible tools.



Ink Brush

As an example, a paintbrush is a tool that’s simple in construction, but can be used in a multitude of ways, to create a multitude of results. However these techniques and resultant effects are not necessarily designed from the outset. They are not necessarily results of conscious choices made during the creation of the tool, they are results of the brush’s innate being, that are intuitively discovered or learnt by the artist by experience or experimentation, not by remembering formulas or keystrokes, or reading technical references.

I’d be confident in presuming brushes weren’t originally designed with the explicit thoughts “we will give it a feature to be able to be impressed, or used with too little ink, or to be thrown or flicked, or used with the opposite end”. These are uses that come from outside the tool itself, from people using it and taking advantage of (abusing?) the form that it has.

How can this simplicity yet potential for complex creation be realised in software? Software is programmed, and often it’s a case of if one wants a certain function, that functionality is programmed directly, and access to it given through some kind of direct command, button, gesture, or action taken from a range of choices. How can we make more ‘analogue’ software tools that ‘just are’? How can we make tools that can be used in different ways by virtue of what they are, with simplicity that we can use for expression in subtle, yet complex ways? Or further still, can we do this with something unique to the digital environment, and not a remediation or simulation of existing tools?

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