[Bf-committers] Vector Separate/Combine

Martin Poirier theeth at yahoo.com
Thu Apr 21 18:30:43 CEST 2011


They're still all dealing with 4-floats (or less), so there's not many reason to not have generic separate-combine nodes that can be reused for the different types (the genericity can be taken care of internally while users see specific types for all possible in/out).

Martin

--- On Thu, 4/21/11, Lukas Tönne <lukas.toenne at googlemail.com> wrote:

> From: Lukas Tönne <lukas.toenne at googlemail.com>
> Subject: Re: [Bf-committers] Vector Separate/Combine
> To: "bf-blender developers" <bf-committers at blender.org>
> Received: Thursday, April 21, 2011, 6:01 AM
> 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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