[Bf-committers] development of conditional pass-thru node for compositor

Xavier Thomas xavier.thomas.1980 at gmail.com
Wed Apr 20 22:30:26 CEST 2011


Pete,

Modifying the math node to add == and != would be easier than create a
new node, but the compositor works only with float values, and
comparing 2 floats to check if they are equal is not so usefull. It is
better to use 2 nodes to check if the value is in a certain range.

2011/4/20 pete larabell <xgl.asyliax at gmail.com>:
> Xavier,
>
> Thanks. I was actually more concerned with the == and != operators. Do
> you have a quick way of doing those with regular nodes too? That is
> the main goal for me.
>
> As far as full sample goes, yeah. :) I know all about it. :)
>
> Had to deal with it whilst making another node...
> http://www.youtube.com/watch?v=VcjEfoNIHZs
>
> I ended up changing the way I do that now, so it no longer works like
> in that vid, but you'll get the idea.
>
> Thanks again!
> Pete
>
> On Wed, Apr 20, 2011 at 2:17 PM, Xavier Thomas
> <xavier.thomas.1980 at gmail.com> wrote:
>> Also, if you want anti-aliasing to work on setup like this, you should
>> set "Full Sample Anti-Aliasing" ON.
>>
>> 2011/4/20 Xavier Thomas <xavier.thomas.1980 at gmail.com>:
>>> hi Pete,
>>>
>>> I thought you might be interested in a fast and easy way to do this
>>> with blender nodes:
>>> http://www.pasteall.org/pic/11274
>>>
>>> 2011/4/20 pete larabell <xgl.asyliax at gmail.com>:
>>>> indeed, certainly not saying it has to go into blender :)
>>>>
>>>> Just wanted an easy and fast way to get overlapping parts of alphas
>>>> and such for an experiment. thought someone could find it interesting.
>>>> Perhaps I'm not familiar enough with the other nodes, but i didn't see
>>>> a really simple way to do all the tests i wanted to be able to do.
>>>>
>>>> On Wed, Apr 20, 2011 at 1:29 PM, Xavier Thomas
>>>> <xavier.thomas.1980 at gmail.com> wrote:
>>>>> Hi Pete,
>>>>>
>>>>> In fact the math node (in the convertor category) does something similar.
>>>>> It does not have the "pass if true" and "pass if false" socket but
>>>>> it's output can be used as mask to achieve the same result.
>>>>>
>>>>> I personally think your node is redundant, maybe more effective in
>>>>> terms of performances but also less flexible.
>>>>>
>>>>> It is a pity that we cannot do nodes plugins in C so that one can
>>>>> distribute some specialized node, because bloating the sets of
>>>>> defaults nodes (provided with Blender by default) is not really an
>>>>> option too, it will confuse user too much.
>>>>>
>>>>> Xavier
>>>>>
>>>>> 2011/4/20 pete larabell <xgl.asyliax at gmail.com>:
>>>>>> not quite sure where this will end up, but it's working in it's
>>>>>> current form, thought i'd share a quick render
>>>>>>
>>>>>> http://www.pasteall.org/pic/11269
>>>>>>
>>>>>> basic idea is:
>>>>>>
>>>>>> if(op1.pixel **TEST_HERE** op2.pixel){
>>>>>>    out.pixel = pass_if_true.pixel;    //the 3rd input
>>>>>> }else{
>>>>>>    out.pixel = pass_if_false.pixel;   // the 4th input
>>>>>> }
>>>>>>
>>>>>> obviously that's pseudo-code. :)
>>>>>>
>>>>>> current tests available are ==, !=, >, <, >=, <=
>>>>>>
>>>>>> plan to allow full RGBA sockets for at least the bottom 2 inputs and
>>>>>> output socket.
>>>>>>
>>>>>> Cheers!
>>>>>> _______________________________________________
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