[Bf-committers] Compositing View Port Proposal

Tobias Oelgarte tobias.oelgarte at googlemail.com
Wed Mar 28 17:09:00 CEST 2012

Yes i would do that. In many cases I don't really need reflections, 
glass with IOR or even ambient occlusion. If both would work nearly 
pixel exact AO could still be added by rendering with BI as a second 
pass for compositing.

Currently we have a OpenGL Render capability (the two buttons on the 
right side of the 3D-View menu bar) which is quite useful sometimes, but 
it lacks the mentioned features which are such heavy drawbacks, that it 
isn't a real option to replace rendering. Soft shadows would be my 
personal main priority and the Game Engine would definitely profiting 
from it.

Am 28.03.2012 14:19, schrieb Jason Wilkins:
> So, you are saying that if you had more control over what Blender
> draws when it draws the view port then you would actually use that
> output over Blender's internal renderer?
> To be up front about it, that is not what I am setting out to support,
> but I do see it as a possible "hack" that would be possible if
> somebody took advantage of the new features and ran with them.
> Your idea also makes me think that I should look at the Blender game
> engine.  There may be some overlap.
> On Wed, Mar 28, 2012 at 3:54 AM, Tobias Oelgarte
> <tobias.oelgarte at googlemail.com>  wrote:
>> 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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>>> Bf-committers at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
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