[Bf-committers] Node-able render pipeline

Brecht Van Lommel brechtvanlommel at pandora.be
Wed Dec 1 22:41:20 CET 2010


I don't really understand what that means, a node based version of the
render pipeline. There already exists shader and compositing nodes,
what would this do specifically?


On Wed, Dec 1, 2010 at 5:12 PM, pete larabell <xgl.asyliax at gmail.com> wrote:
> Hi all,
> I'm writing this email primarily on behalf of Jaevixa McNomera, as right NOW
> she's in the hospital and doesn't have THAT much access to a PC. That being
> said, this is also something I'd like to work on. :)
> Due to her work related life threatening injury she sustained a few months
> ago, her company has been generous enough to grant her, as it stands now, 24
> months of paid time off. During this time she would like to contribute as
> much as she can to Blender. What we'd like to do, if this isn't already
> being done, is implement a node based version of a render pipeline.
> Basically allowing a user to do what people can do with programmable GPUs
> now, but with a node driven interface.
> As a first revision of sorts we'd like to attempt to create this in parallel
> to the existing render pipeline, by simply trying to get THAT (the existing
> one) represented in a node based structure, just as a proof of concept.
> The custom lighting calculations a user could produce would be one great
> addition this would allow. I'm sure there are MANY other things people
> would/could do with it.
> Is something like this already in the works, or shall we proceed further
> with exploration of this?
> Peter
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