[Bf-committers] Compositing View Port Proposal

Jason Wilkins jason.a.wilkins at gmail.com
Wed Mar 28 14:35:51 CEST 2012


On Wed, Mar 28, 2012 at 4:22 AM, Francesco Paglia <f.paglia.80 at gmail.com> wrote:
> 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

To be clear, my proposal is unrelated to the compositor.  But I think
you know that and are suggesting that a smarter view-draw system could
be used to improve previewing of operations in the compositor.  It did
occur to me that the node editor could be used generate view port
drawing scripts.  However, I am imagining a lower level system, more
suitable for programmers than artists.

If you would elaborate on some of the "dozens of actions" this might
enable I think I'd be more clear on what you mean.

I'll change the name my proposal to something like "Blender View Port
Effects (FX)" so there is no confusion.  I do not want to second guess
every time somebody says "compositor" :-)


>
> 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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>> > http://lists.blender.org/mailman/listinfo/bf-committers
>> >
>>
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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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