[Bf-committers] OSL Composite Node

Jeroen Bakker j.bakker at atmind.nl
Wed Jan 9 14:34:28 CET 2013


or we can add a World position render layer inside blender (other 
renders have these)
I added one for cycles in a private branch as the worldposition is 
already known in cycles and give better quality of the position.


On 01/09/2013 11:19 AM, Ton Roosendaal wrote:
> Hi,
> I would also sugges to first stick to pixel operations.
> A good use case would be to allow relighting, based on getting inverse view transforms from RenderLayers, so you can map (x,y + z) pixel coordinate to 3d. Add to that UV and Normal and you can go!
> I always wanted to add this transform matrix to renderlayers and openEXR files... or was this done already?
> -Ton-
> ------------------------------------------------------------------------
> Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
> On 9 Jan, 2013, at 1:32, Dan Eicher wrote:
>> On Tue, Jan 8, 2013 at 4:32 PM, Brecht Van Lommel <
>> brechtvanlommel at pandora.be> wrote:
>>> As I understand it, libjit doesn't actually come with any language
>>> compiler, it's just a way to generate instructions manually. So I'm
>>> not sure how using that would be trivial, LLVM gives you the same
>>> functionality as libjit, but the actual implementation of OSL on top
>>> of LLVM is still a lot of code?
>> Yeah, one would have write a parser to use libjit, not too terribly hard
>> but...
>> What I really meant was a way to call the compiled functions which it seems
>> is basically what OSL::ShadingContext is, a wrapper around the llvm
>> function calling mechanism with extra stuff tacked on for OSL globals and
>> whatnot.
>>> If you're going to allow only basic pixel processors, i.e. just
>>> reading and writing to pixels in the same location then it fits quite
>>> well already. You can have basic input/output parameters of shaders
>>> and it could run for each pixel.
>>> If you want to do things like blurring it gets more complicated
>>> because there is no concept of image buffers to read/write to, so some
>>> sort of mechanism for that would need to be implemented.
>>>  From the IRC discussion it was decided not to do any complex things like
>> blurs since there's no guarantee that the pixels you want to look up
>> actually exist due to the way the compositor works with multi-threading and
>> tiles. So just simple single pixel stuff like relighting a scene (Ton's
>> example), technicolor, film-grain (I guess would work?) &etc.
>> Dan
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