[Bf-committers] Re: Re: render passes & workflow

Johnny Matthews johnny.matthews at gmail.com
Thu Dec 7 20:01:05 CET 2006


A Node that ecapsulated potrace might be cool.

On 12/7/06, GSR <gsr.b3d at infernal-iceberg.com> wrote:
> Hi,
> carsten.wartmann at imago-viva.de (2006-12-07 at 1857.43 +0100):
> > Ton Roosendaal schrieb:
> > > Hi,
> > > It even has images! But also read the text, like in bottom "todo".
> >
> > How about a Edge (as in Outline-Edge) "Pass" (I guess it is some postproc).
>
> Check http://ati.amd.com/developer/JasonM_Shading.pdf to see visual
> demos of such different effects based in normal (slides 27, 65-69),
> object ID, depth (27, 65-69), shadows (67-69), material ID (70-71, not
> avaliable in Blender... yet? :] ). The slides also provide Edge
> processing in 74 and a couple of screenshots of a game in 76.
>
> Edge detect and mix nodes are your friends, and if not, it just
> looking for better edge detector or a tracer node.
>
> GSR
>
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-- 
Johnny Matthews
johnny.matthews at gmail.com
Check out my blog at - http://johnnygizmo.blogspot.com

"Any sufficiently advanced technology is indistinguishable from magic."
- Arthur C. Clarke


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