[Bf-committers] A call for external renderer devs

Shaul Kedem shaul.kedem at gmail.com
Sun Nov 11 10:49:21 CET 2007


Ok, so lets say we use the python GUI for now.. how can it be plugged
into brecht's API ?

On Nov 11, 2007 11:03 AM, Joe Eagar <joeedh at gmail.com> wrote:
> Eh DSM is something else.  Custom python-accessable properties has been
> around for a while now.  Try running the help->ID Property Browser
> script in blender.
>
> Joe
>
>
> Shaul Kedem wrote:
> > Joe,
> >  What project does that? the DSM ?
> >
> > Thanks,
> > Shaul
> >
> > On Nov 11, 2007 1:36 AM, Joe Eagar <joeedh at gmail.com> wrote:
> >
> >> Regarding custom panels in the material settings, this is definitely on
> >> the todo list.  You can already attach custom properties to materials
> >> though, so you can write a script for now that has your material GUI in
> >> it, then when we finally
> >> get custom panels working you can migrate to them.
> >>
> >> Joe
> >>
> >>
> >> Nicholas Chapman wrote:
> >>
> >>> Hi,
> >>> My name is Nicholas Chapman,  I'm the author of Indigo Renderer.
> >>> Regarding the render interface, a couple of things spring to mind.
> >>>
> >>> * Does it have support for progressive rendering?  Indigo, and many
> >>> other Monte Carlo ray tracers, work in a progressive way - an initial
> >>> noisy render is produced, which is then refined over time to produce a
> >>> final, non-noisy (hopefully :P) render.  It would be helpful to be able
> >>> to display the progression of the render.  Another consequence of
> >>> progressive rendering is that usually the render is not considered
> >>> finished until the user halts the rendering process.
> >>>
> >>> * Material support: parameters for Indigo materials are often quite
> >>> different from Blender material parameters.  Automatic conversion of
> >>> parameters, while usually possible, I regard as not an optimal
> >>> solution.  I think the best solution for this problem is to allow custom
> >>> material GUI panels to be loaded into Blender, and then pass the custom
> >>> material parameters over to the render engine.  I think this is how 3D
> >>> Studio Max works, for instance.
> >>>
> >>> thanks,
> >>>     Nick Chapman
> >>>
> >>>
> >>> Shaul Kedem wrote:
> >>>
> >>>
> >>>> Hi All,
> >>>>  Please check the following:
> >>>>  https://svn.blender.org/svnroot/bf-blender/branches/qdune/blender/source/blender/render/intern/include/renderinterface.h
> >>>>
> >>>>  This is the work brecht has done in order to support external
> >>>> renderers, the idea is that a plug in of renderer <insert renderer
> >>>> name here> is created filling out the callbacks (see RenderInterface
> >>>> struct).
> >>>>
> >>>>  Will this answer your needs? If not, now would be a good time to say so.
> >>>>
> >>>> Thanks
> >>>> _______________________________________________
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> >>>> http://lists.blender.org/mailman/listinfo/bf-committers
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
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> >>>
> >>>
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> >>
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