[Bf-committers] Re: [Bf-blender-cvs] CVS commit: blender/source/blender/blenkernel BKE_node.h blender/source/blender/blenkernel/intern ipo.c node.c node_composite.c blender/source/blender/makesdna DNA_camera_types.h DNA_node_types.h blender/source/blender/render/intern/source texture.c blender/source/blender/src buttons_editing.c drawnode.c ...

Ton Roosendaal ton at blender.org
Sun Dec 24 11:59:12 CET 2006


Hi Alfredo,

A camera button, "Focus Object" button option is fine (Use the IDPoin  
but type, and object pointer please).

Autofocus with a delay I wouldn't add, its too arbritatry and  
unpredictable (not to mention we want renders to be possible random on  
any frame).

What I do like to solve is this:
I'd like to see the compositing work tightly integrated with the 3d  
render, but not by referencing (3d) rendering parameters in it. That  
should remain separated fully. For example; the "current scene" with  
"current camera" doesn't really exist anymore once the compositor  
starts executing the nodes, which can store render results of plenty of  
different scenes. And not to mention you can save multilayer too.

This can be solved by adding render parameters inside of the MutiLayer  
file; the focal point, lens, camera projection matrix, and stuff like  
that. That's pretty much a standard for multilayer files anyway, and  
will allow a lot of interesting 3d reconstruction effects.
Then, for each MultiLayer image node, for each RenderLayer node, I can  
ensure the correct render info is on the stack too (while compositing).

-Ton-


On 23 Dec, 2006, at 23:27, Alfredo de Greef wrote:

> I simple re-used the existing yafray parameter for
> this, and since yafray is a raytracer, a focal *point*
> makes sence, while in Blender a focal plane would be
> more appropriate I guess.
>
> If the picture is already rendered with 'do composite'
> enabled then you shouldn't have to do a complete
> rerender, just click some dummy button to update the
> focal blur (I usually use maxblur, since I never use a
> limit anyway, so it is always zero).
> Of course, an 'update' button would be nice option
> too.
>
> Anyway, I'll ask Ton if I'm allowed to make changes to
> the code and see what I can do about some of these
> things.
>
> Alfredo
>
>
> --- Michael Crawford <psyborgue at mac.com> wrote:
>
>> I don't think #2 is really necessary.  Once the
>> camera focus is
>> locked on an empty you can simply constrain the
>> empty, giving you
>> visual feedback of what the camera is focusing on.
>>
>> I still emphatically support having a preview focal
>> plane (perhaps
>> transparant).  Otherwise one would have to do a
>> render to preview
>> which is not feasible with complex scenes with
>> multiple minute render
>> times.
>>
>> On Dec 23, 2006, at 7:10 AM, Doug Ollivier wrote:
>>
>>> 1) Focus to empty.  no matter where the empty is
>> in the scene....
>>> (rather than forcing the focal point to be on the
>> direct centerline
>>> of the camera)
>>>
>>> 2) Focus constraint with influence (for particular
>> objects).....
>>>
>>> dunno if those have been suggested before, or if
>> thats how its
>>> already done
>>>
>>> Doug Ollivier
>>>
>>>
>>> Michael Crawford wrote:
>>>>> And well, on the whole, I don't think animating
>> this would be
>>>>> necessary too
>>>>> often?
>>>>
>>>> It would be for me, and i'm sue many others.
>>>>
>>>>> I mean, most cameras' autofocus uses a fixed x/y
>> position in the
>>>>> view
>>>>> plane for the focus point anyway, don't they?
>>>>
>>>> Well, I prefer manual focus all the time.  When I
>> want to use
>>>> autofocus, My camera actually has a touch-screen
>> where you can
>>>> click the object to focus on.
>>>>
>>>> The thing is, that if you want to use "manual
>> focus", it's very
>>>> hard to do effectively with a little x instead of
>> an actual plane.
>>>>
>>>>
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------------------------------------------------------------------------ 
--
Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



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