[Bf-committers] Nodes

Branan Riley branan at gmail.com
Fri Jul 21 16:12:58 CEST 2006


I don't know how dynamic nodes are allowed to be. I suppose however the
group node creates its connections could be applied to any node, thus
allowing for a variable number of inputs/outputs. Is that what you're
talking about?

Branan

On 7/21/06, trip somewhere <trip0o at gmail.com> wrote:
>
> Question on the nodes and future passes.
>
> In the node for passes as an example, Would the node automaticly see
> which pass options are availble in the system and create new output
> markers for the new pass .. Or does it all have to be hard coded into
> the node it['s self?
>
> Example like adding in a new script to the script folder and hitting
> refresh for it to be seen in the menu.. It just happens.
>
> Sorry just been reading more and more code books and the way dynamic
> self reading UI's constantly look for data on start instead of hard
> coding the UI for compleation./
>
>
>
> On 7/20/06, Branan Riley <branan 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. :)
> >
> >
> > 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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