[Bf-committers] Low-level shaders interface question
branan at gmail.com
Thu Aug 10 02:08:56 CEST 2006
Right now, they're really "lighting equation nodes" seperate from the
material nodes. You know where you can pick a diffuse and specular
lighting model? They'll go there, so you can either use blender's
built-in equations, or make your own.
I also plan on adding new nodes to the material tree, so you can make
just a "diffuse lighting node" or a "specular lighting node", without
the overhead of a complete material node.
So, I can make two seperate trees, one for diffuse and one for
specular, or I can make a single "lighting equation tree" with both
diffuse and specular outputs. A single one makes GLSL integration
easier, and two seperate trees allows the custom lighting equations to
be plugged in the new nodes for Material trees.
For a rough outline of what I'm doing, check out this WIKI article:
changing things faster than I update the article, but it's still
mostly accurate as to the general concept.
Hope I didn't make things more confusing...
On 8/9/06, Matt Ebb <matt at mke3.net> wrote:
> On 09/08/2006, at 07:08 AM, Branan Riley wrote:
> I've been busy with work and school, but I have been slowly but surely
> working on the low-level shader nodes.
> Just curious about this project, how does it integrate with the rest of the
> material nodes? I.e. is it completely separate, or can you use all the other
> material nodes like curves and ramps and blending modes etc with it too? To
> me it sounds like it would be best if you could mix and match flexibly, but
> i really don't know what's involved.
> Matt Ebb • matt at mke3.net • http://mke3.net
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