[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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