[Bf-committers] Nodes

Branan Riley branan at gmail.com
Fri Jul 21 05:07:07 CEST 2006


> However, this isn't a simple task... there's features you have to keep
> track of, like:
>
> - requirements for pass render, how?
> - how to access lights?
> - how will shadow/raytrace-mirror/AO/etc integrate with it?
> - should the rendercore.c shading loops be reconstructed? and how?
>
> And of course it should be 100% thread safe. :)

I'm not sure if I ever made this clear, I'm no longer making this as an
extension of Material Nodes. Shader nodes will have their own, seperate
system. This makes all of the above concerns easier to deal with.

pass render: I'll be plugging in right where diffuse/specular shaders would
be called anyway. No probems there, I'd expect.

lights: Again, plugging in right where the shaders would normally be called
gives me direct access to the light vectors

shadow/raytrace-mirror/AO/etc: Again. No major differences with the way I'm
plugging these in.

Rendercore loops: I'll write a little blurb on my idea for this on the wiki.
I knew I was forgetting something when I wrote that.

Branan


On 7/20/06, trip somewhere <trip0o at gmail.com> wrote:
>
> > However, this isn't a simple task... there's features you have to keep
> > track of, like:
> >
> > - requirements for pass render, how?
> > - how to access lights?
> > - how will shadow/raytrace-mirror/AO/etc integrate with it?
> > - should the rendercore.c shading loops be reconstructed? and how?
> >
> > And of course it should be 100% thread safe. :)
>
> On those Render passes.. How goes the system ? I dont want pry ,, just
> curious if it looks like it has any life in it for the current nodes
> and integration
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