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

pete larabell xgl.asyliax at gmail.com
Tue Apr 12 06:19:42 CEST 2011


Matt:
Yes there is a fast way to make a mask from a curve without
triangulating it whatsoever. I really only wanted mesh data so I could
construct outlines of shapes by testing normals and a few other things
then fill them without any polys at all. Id be happy to make it a REAL
comp system that gets done somewhere else (VSE?) but im not a comp.
guy myself and didnt/dont understand where people WANT it done. If
someone... ZanQdo... :) was willing to make fake screenshots of what
it SHOULD be like... I would be happy to do it that way. Again I was
simply going with comp. nodes because at the time I didnt realize all
the other uses for it...
CHEERS.

On 4/11/11, Matt Ebb <matt at mke3.net> wrote:
> 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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