[Bf-committers] Summer of Code Node Editor Project

Yves Poissant ypoissant2 at videotron.ca
Wed Apr 2 16:24:23 CEST 2008

May I also sugest a few things?

- It would be nice to have an output node that displays the histogram.
- It would be nice to be able to use Vector math nodes on RGB colors.


----- Original Message ----- 
From: "Tyler Fric" <tfric at learnkanji.ca>
To: <bf-committers at blender.org>
Sent: Tuesday, April 01, 2008 4:55 PM
Subject: [Bf-committers] Summer of Code Node Editor Project

> Hi,
> I've been lurking on here for a while but this is my first time posting.
> I have applied for the Google Summer of Code project dealing with the
> node editor as described here with a few additions of my own:
> http://wiki.blender.org/index.php/BlenderDev/GSOC_2008_Ideas
> Elaborating on the "Improve colour correction tools with better nodes"
> task I added:
>  Add auto white balance node implementing the Gimp filter
>  Add auto equalize node implementing the Gimp filter
>  Add auto normalize node implementing the Gimp filter 
> Adding nodes implementing these simple methods for colour correction
> with a "factor" slider for mixing the result with the render output or
> black and white factor input for adding a mask will make colour
> correction quick and easy. The same functions can be performed by other
> nodes but having a quick and easy way to perform colour correction will
> encourage novices to try out the somewhat intimidating node editor.
> I also added a few more tasks that I've wanted to see in blender:
> 1. Add support for applying colorbands to image textures in the Texture
> Buttons (F6) menu.
> This will allow for quick adjustments to image textures without
> launching an image editor. For example, one could change a brick
> bump-map's gradient from a very shallow one like a tiled walkway would
> have to a relatively deep one like a brick wall would have by just
> adjusting the gradient. This would also make it very easy to combine
> image textures like dirt maps with procedural textures developed in
> blender.
> 2. Simplify rearranging the order of the texture stack with an interface
> similar to the modifier stack (up and down arrows)
> This would allow for efficient rearranging of textures and encourage use
> of the powerful but often overlooked stencil textures.
> 3. Add support for reusing colorbands between the compositor and
> material windows
> This occurred to me when using some other applications like MapZone,
> Gimp and Inkscape which allow for reuse of gradients which encourages
> creation of very complex gradients. In MapZone in particular the complex
> gradients make the procedural textures much more powerful.
> 4. In addition to adding tile-based processing to the node editor I
> would also like to investigate rendering previews of the nodes on the
> GPU since many of the nodes perform functions that can be reproduced
> efficiently as fragment shaders. 
> Please let me know what you think of my suggestions and the Node Editor
> suggestions on the blender SOC site.
> Thanks,
> Tyler Fric
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