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

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Tue Apr 12 06:24:48 CEST 2011


At the days of Plumiferos bdiego had an in image window mask feature
working, but it was then decided that it was not the way to go, don't
remember the reasons but I know it was refused by the BF. If we want
to do it the "right" way it will need a meeting with maybe ton, matt,
bdiego you and some other interested people that come to mind. I
woudnt just go and add bezier in image window right away because of
the high risk of bad design

Daniel Salazar
3Developer.com



On Mon, Apr 11, 2011 at 10:19 PM, pete larabell <xgl.asyliax at gmail.com> wrote:
> 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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