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    <title><![CDATA[Blenderstorm]]></title>
    <link>http://www.blenderstorm.org/qapoll/ideas</link>
    <description><![CDATA[Post your ideas and vote for the entries you like.]]></description>
    <language>en-us</language>
    <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
    <lastBuildDate>Fri, 21-Nov-2008 00:00:00 UTC</lastBuildDate>
    <generator>QAPoll module</generator>
 

    <item>
      <title><![CDATA[[107] multi-thread everything]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/102/</link>
      <description><![CDATA[multi-threaded fluid simulation<br />multi-threaded cloth simulation<br />multi-threaded preview render<br />multi-threaded playblast render<br /><br />another nice update for the preview renderer would be (as seen in modo) to render like a progressive jpeg.  so the longer you wait the clearer the render gets. this lets you have preview open all the time on a seperate view and constantly see your changes<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/102/</guid>
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    <item>
      <title><![CDATA[[19] Distrubuted fluid baking]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/259/</link>
      <description><![CDATA[Baking fluids can take a long time and baking using distributed computing would speed things up. I know it would be difficult. It would require clever programming to lessen the network bandwidth needed, and furthermore, blender's fluids, being based in Lagrangian space and not Euclidean space, doesn't help either.<br /><br />However, I think it would be possible. Each node would be assigned a different volume in space and all the particles within it. When a particle passes into a neighboring volume, the responsibility of that particle is transferred. If a node has idle cpu time, the volume of space it is responsible for becomes bigger and vise versa.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/259/</guid>
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    <item>
      <title><![CDATA[[15] GPU and/or Physics Acceleration in blender... (GPGPU Support)]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/429/</link>
      <description><![CDATA[If GPU acceleration was added to blender it could greatly decrease render, fluid sim, cloth sim, and baking time...<br /><br />I envision something similar to this:<br /><br />http://www.tgdaily.com/content/view/37611/140/<br /><br /><br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/429/</guid>
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    <item>
      <title><![CDATA[[-6] WiiSculpt!]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/187/</link>
      <description><![CDATA[I could be interesting to add support form WiiMote in Blender, especially in Sculpt mode, thus allowing "real-world" sculpting.<br /><br />The WiiMote is maybe not accurate enough for some detailled designs, but should anyway provide some interesting new approaches to modelling, and it's not difficult to imagine funny "live sculpting" sessions.<br /><br />It would be a very innovative feature, especially for artists, cheap (a WiiMote costs 40 euros), and probably not that hard to add to Blender since several Python libraries already exist to interface with this device.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/187/</guid>
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