[Bf-committers] Compositing View Port Proposal

Francesco Paglia f.paglia.80 at gmail.com
Wed Mar 28 11:22:03 CEST 2012


Having the ability to compo in the 3D space would definitely improve the
use of the compositor seriously enabling dozen of action that aren't easily
achieved right now.
I don't know if you'll get that far (due to GSoC time frame) but would be
an incredible revolution


2012/3/28 Tobias Oelgarte <tobias.oelgarte at googlemail.com>

> I would really like to see such features. In my recent times with
> blender there where so many scenarios when just using GLSL would have
> been good enough if it weren't for the lack of:
>
> * soft shadows
> * worldspace normals for materials
> * compositing
> * motion blur trough oversampling (render 16 sub frames, combine them to
> one)
>
> If some of these things where present i would switch gladly from BI to
> GLSL instead. Fast rendering is always a good thing. If it also looks
> good enough, then it is perfect. At least in my opinion.
>
> Am 27.03.2012 22:58, schrieb Jason Wilkins:
> > This year I am considering proposing a new viewport for Blender as a
> > Summer of Code project.
> >
> > Name is subject to change.  I've already had one person think that I
> > want to preview compositing nodes in the view port.  That is not my
> > proposal.
> >
> > This email is to solicit some feedback so that I can write a good
> > proposal or change my focus and propose something else.
> >
> > The problems as I currently see them:
> >
> > * The current view port rendering code in Blender is a mess.
> >
> > * Extending the view port has to be done ad hoc and is even
> > recommended against due to its complexity
> >
> > * Taking advantage of modern opengl features might be especially
> > difficult.  These include:
> > - pixel buffers
> > - floating point or HDR formats
> > - depth textures
> >
> > Parts of a possible proposal:
> >
> > * re-factor all view port drawing operations into a set of composable
> commands
> > * enable rendering to pixel buffers
> > * compose pixel buffers using GLSL and/or blending operations
> > * new view port modes can be written as scripts, like Render Monkey or
> > DirectX Effect format (or even Quake 3 if you wanna go back that far)
> > * re-enable all current view port modes as just simple scripts in the
> new system
> > * create new view port modes (like Material Capture or SSAO)
> > * let expert users create their own custom viewports
> > * the ability to control view port script parameters using RNA, i.e.,
> > automatically add controls to the UI
> >
> > I am not proposing doing anything with the GLSL code generator that is
> > used for materials.
> >
> > I have not looked into how this integrates with the different view
> > port drawing modes (triple, etc.)
> >
> > I am concerned that PBVH drawing in 'partial redraw' mode may be more
> > difficult to integrate, or not.
> >
> > Cursor rendering probably is not affected.
> >
> > I discussed this briefly with Ton, he had some ideas about glowing
> > outlines around objects.  That kind of feature would be possible.
> > Part of my proposal could include a set of example view ports scripts
> > like that to get the expert users started.
> >
> > I'd like to really focus this year on a single goal with an easily
> > defined deliverable.
> > _______________________________________________
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> >
>
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-- 
Francesco Paglia
Vfx and Production Supervisor

mobile  +39 347.82.12.473
e-mail   f.paglia.80 at gmail.com


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