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

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Tue Apr 12 07:58:18 CEST 2011


What do you suggest? (not focusing on the pure topic of masking)

Daniel Salazar
3Developer.com



On Mon, Apr 11, 2011 at 11:51 PM, Matt Ebb <matt at mke3.net> wrote:
> On Tue, Apr 12, 2011 at 3:35 PM, Daniel Salazar - 3Developer.com
> <zanqdo at gmail.com> wrote:
>> Indeed! :) *but!* there are other uses for having a geometry node in
>> the compositor like bringing geometry normals, vectors, alphas and
>> what not and all interactive (no need for regular render). It's what
>> other compositors do to integrate the 3D view with the compositor. We
>> can see this as a step of integration. What do you think Matt?
>
> I think it's a bad idea. Blender already has a renderer and that's
> what it's for. Duplicating code to make an entirely separate renderer
> that's only used in the comp would end up in a world of
> overcomplicated pain. If there are problems with the workflow of
> rendering elements to be used in comp, then that should be worked on
> itself, I don't think the solution is to ignore it and build an
> entirely separate thing.
>
> But that's all putting the cart way before the horse anyway, when so
> much of blender's compositor is still at quite a basic level for 2d
> manipulations.
>
> Matt
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