[Bf-committers] Re: Orange branch schedule

Mal mal at candomultimedia.com
Sat Jan 14 17:39:37 CET 2006


I think that having multiple UV(W) co-ordinates per material layer is 
also a definite requirement ( eg for tiling a brick texture on a house 
wall, then applying a light map over that ).

Mal

>Ton,
>
>Seeing that you will be taking care of the renderer part, if you can
>lay the grounds (or even better, get the stuff in) for the following
>things we discussed in the past:
> - SSS
>  - Multi layered rendering (so each will be able to be used without
>affecting others)
>  - OpenGL render (not preview)
>
> I know this is a big list, that's because I was keeping tabs over
>"big" requests in the previous year or so, just wanted to note this
>stuff now when it seems most appropriate,
>
>Shaul
>
>On 1/14/06, Stealth Apprentice <stealthapprentice at yahoo.com> wrote:
>  
>
>>Another option is to allow plugins on render passes.
>>Then other renders can be plugged in as a pass - I'm
>>personally hoping to be able to inject hardware
>>accelerated render passes... Some passes OpenGL, some
>>passes software rendered, some passes image processing
>>etc.; preferably with a full compositing tree... :)
>>
>>--- Rui Campos <rcampos at fusemail.com> wrote:
>>
>>    
>>
>>>Hi Ton
>>>
>>>This is probably too much to ask for, but since you
>>>are getting your
>>>hands on it anyway, might as well keep this in mind.
>>>
>>>Keep the Render infrastructure as much in a "Black
>>>Box" as possible,
>>>allowing for a wrapper to be done to any other
>>>Render engine.
>>>I say this because it would be really good to do
>>>"Shader" preview and
>>>direct renders using another render engine right
>>>from inside Blender, it
>>>would make Blender ahead of other packages.
>>>
>>>The main point would be to leave this open, allowing
>>>for someone to just
>>>build the integration of any other Render into
>>>Blender and use it as if
>>>it was the Internal Render. Just a higher level API
>>>to the render that
>>>would know which render to call and use this higher
>>>level API in any
>>>render related thing inside Blender.
>>>
>>>Also, making the Render as "close" as possible can
>>>also allow for a
>>>"just render" deamon to be created and bundled for
>>>Renderfarms in the
>>>future.
>>>
>>>Good luck on this, you have lots of work ahead of
>>>you.
>>>
>>>
>>>-- Rui --
>>>
>>>
>>>On Fri, 2006-01-13 at 17:15 +0100,
>>>bf-committers-request at projects.blender.org wrote:
>>>
>>>      
>>>
>>>>Date: Fri, 13 Jan 2006 16:30:55 +0100
>>>>From: Ton Roosendaal <ton at blender.org>
>>>>Subject: [Bf-committers] Orange branch schedule
>>>>To: bf-blender developers
>>>>        
>>>>
>>><bf-committers at projects.blender.org>
>>>      
>>>
>>>>Message-ID:
>>>>        
>>>>
>>><b35ac5720bc86d15e98b362fe9243c78 at blender.org>
>>>      
>>>
>>>>Content-Type: text/plain; charset=US-ASCII;
>>>>        
>>>>
>>>delsp=yes; format=flowed
>>>      
>>>
>>>>Hi,
>>>>
>>>>I'm going to move now to the 2nd phase of the
>>>>        
>>>>
>>>render coding project;
>>>      
>>>
>>>>which is a full refactor of the
>>>>        
>>>>
>>>source/blender/render/ module in
>>>      
>>>
>>>>Blender.
>>>>Targets are;
>>>>
>>>>- kill all bad level calls and abuse of render
>>>>        
>>>>
>>>code in non-render
>>>      
>>>
>>>>modules
>>>>- means: build a good api to control the entire
>>>>        
>>>>
>>>render process
>>>      
>>>
>>>>- separate the render process in a more
>>>>        
>>>>
>>>controllable pipeline, I will
>>>      
>>>
>>>>use ideas from the Reyes architecture for it
>>>>- default render with "buckets" (tiles), and allow
>>>>        
>>>>
>>>threads to do each a
>>>      
>>>
>>>>full bucket (and more than 2 threads too)
>>>>- prepare for smart bucketing of object/polygon
>>>>        
>>>>
>>>data as well (later)
>>>      
>>>
>>>>- enable layer render (separate in front/back
>>>>        
>>>>
>>>using blender layers or
>>>      
>>>
>>>>scenes)
>>>>- enable pass render (per layer, output RGB
>>>>        
>>>>
>>>diffuse, RGB, Spec A, Z,
>>>      
>>>
>>>>AO, etc)
>>>>- generalize current passes for halos and
>>>>        
>>>>
>>>transparent, so it can be
>>>      
>>>
>>>>used for more (hair)
>>>>- use exr to store all tiles and passes in a
>>>>        
>>>>
>>>single file (but also
>>>      
>>>
>>>>prepare for multiple computers to render tiles
>>>>        
>>>>
>>>together)
>>>      
>>>
>>>>- enable motion blur by storing motion vectors in
>>>>        
>>>>
>>>vertices, so blur
>>>      
>>>
>>>>passes can be done in postproduction (or exported)
>>>>- make a noodle editor for reading back the exr
>>>>        
>>>>
>>>'layer-passes' and
>>>      
>>>
>>>>enable compositing
>>>>- enable preview renders of any object/scene in
>>>>        
>>>>
>>>any situation (like
>>>      
>>>
>>>>within a border in 3d win)
>>>>- enable preview renders that only re-render a
>>>>        
>>>>
>>>specific material
>>>      
>>>
>>>>Hrms... the list is scary! :)
>>>>
>>>>        
>>>>
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>>>
>>>      
>>>
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>>    
>>
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>>
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