[Bf-committers] Geometry in Compositor or Quadrangulation???

Matt Ebb matt at mke3.net
Tue Apr 12 00:00:38 CEST 2011


On Tue, Apr 12, 2011 at 12:23 AM, pete larabell <xgl.asyliax at gmail.com> wrote:

> In my efforts to better understand Blender's mesh/data representation,
> I feel that doing an "easy" 3d_to_2d rasterizer for compo. tools would
> be better for me to start with.

Hi Pete, if the purpose of this is for spline roto shapes in the
compositor, I wouldn't worry about full 3d to 2d stuff, or mesh data,
or anything like that. The whole edit-mesh-in-3d-view-for-comp-matte
is just a cheesy workaround for not having proper roto shapes editable
in the compositor itself, and is much worse workflow wise.

Ideally all you really need is to store your spline data in the comp
node (can even reuse blender's beztriple structures etc perhaps) then
tessellate* and render that to a greyscale soft matte.

Although the problem of not currently being able to edit the bezier
points in the image viewer still exists (hence the reason for all this
3d view->render layer->comp tomfoolery), there can be other
workarounds for UI to use temporarily too. Trying to make a totally
generic system of rasterizing blender's 3d data is really
overcomplicating things and makes things too unclear between actual
rendering and a super fast/interactive, specialised tool for roto.

Matt


* Is there any way of rendering (soft) spline shapes without
tessellation? point sampling somehow? I have no idea, be interesting
to know what other graphics libraries/compositors do.


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