[Bf-committers] Vector Separate/Combine

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Thu Apr 21 18:26:16 CEST 2011


@dalai: oh! that helps for now
@lukas: thanks! that looks good. The normal node is currently
(over)used for relighting yes. It would be more powerful if we had
local or global space normals from the geometry node. Currently we can
only access screen space normals which is of course limiting

cheers!
Daniel Salazar
3Developer.com



On Thu, Apr 21, 2011 at 4:01 AM, Lukas Tönne
<lukas.toenne at googlemail.com> wrote:
> Here's a patch with the new vector nodes:
>
> http://www.pasteall.org/21027/diff
>
> I will wait until 2.57a release is over before committing to trunk.
>
> @Dalai: True, the color nodes can also be used for vector
> separate/combine, but it's still cleaner to have a dedicated node for
> that. The RGB sep/comb should be grouped into the same category as
> HUV, YCrCb, etc. separations, which are not trivial components. OTOH
> there could be e.g. conversions for vectors that make polar
> coordinates, which in turn are not useful for colors.
>
>
> On Thu, Apr 21, 2011 at 11:39 AM, Dalai Felinto <dfelinto at gmail.com> wrote:
>> Daniel,
>> you can already separate and combine vectors in the composite.
>> Use Convertor->Separate RGB and Convertor->Combine RGB
>>
>> If we go for a change we could do the other way around. Instead of
>> having separate/combine RGB to have sep./comb. Vector, and use it for
>> colors or regular vectors. This is pretty much how GLSL syntax works
>> (rgb can even be interchangeable by xyz in a shader). But this may be
>> more confusing for the user.
>>
>> In the end they are all floats, and I don't think there is any
>> clamping going on there.
>>
>> Cheers,
>> Dalai
>> --
>> www.dalaifelinto.com
>> @dfelinto
>>
>> 2011/4/21 Lukas Tönne <lukas.toenne at googlemail.com>:
>>> On a side note: The "Normal" node in compositor is confusing IMHO.
>>> What it actually does is a simple dot product, but it has only one
>>> input. The second vector argument used for the product is a constant
>>> defined in the first output vector and manipulated by the "sphere
>>> button" (which i find not very usable). I'm not really an artist, so
>>> i'd like to know if this node is actually a useful simplification of
>>> the dot product for artistic use (pseudo lighting?). For more flexible
>>> vector math a "real" dot product node with two vector inputs will be
>>> required nevertheless.
>>>
>>> On Thu, Apr 21, 2011 at 9:13 AM, Lukas Tönne
>>> <lukas.toenne at googlemail.com> wrote:
>>>> Yes, can do :)
>>>> Always wanted more vector math options anyway, which are lacking in
>>>> compo compared to material nodes.
>>>>
>>>> * Separate/Combine for Vector<->XYZ
>>>> * Dot product
>>>> * Cross product
>>>> * Length
>>>> * Vector add/subtract
>>>> * Scalar multiply/divide
>>>> * Possibly vector multiply/divide (i.e. non-uniform scaling), but can
>>>> be done with separate/combine
>>>>
>>>> This should give you a basic set of operations from which to build
>>>> more complex stuff if needed.
>>>>
>>>> Cheers,
>>>> Lukas
>>>>
>>>> On Thu, Apr 21, 2011 at 2:31 AM, Daniel Salazar - 3Developer.com
>>>> <zanqdo at gmail.com> wrote:
>>>>> I really need Separate/Combine nodes for vectors in the compositor,
>>>>> can someone add?
>>>>>
>>>>> cheers!
>>>>>
>>>>> Daniel Salazar
>>>>> 3Developer.com
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