[Bf-committers] Shader plugin system.
JOEEAGAR at prodigy.net
JOEEAGAR at prodigy.net
Sun Nov 28 04:43:21 CET 2004
--- Original Message ---
From: Jonathan Merritt
<j.merritt at pgrad.unimelb.edu.au>
To: bf-blender developers <bf-
committers at projects.blender.org>
Subject: [Bf-committers] Shader plugin system.
>Hi Everyone,
>
>Just to butt in here on a topic closely related to
these confusing
>water-color discussions: a shader plugin system
might be a nice thing to
>have. It could be based upon providing the same
kinds of data to a DSO
>as are provided to shaders in the RenderMan
standard, which is a true
>superset of Blender's current capabilities.
>
<SNIP>
I've been meaning to try my hand at some kind of
shader system for a while now. I've been thinking of
some kind of highly-abstracted and flexibly system
(so other people can take my crap code and hopefully
use it).
Of course, I know very little about any shader
languages. . .*sigh* except for POV-Ray, though of
course POV-ray isn't really a shader language, is it.
The hardest part would be providing the hooks into
the renderer code, but I think it won't be too hard
since the specularity/diffuse shading code seems to
be fairly unified anyway.
joeedh
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