[Bf-committers] Vignette node for Blender's Compositor
xavier.thomas.1980 at gmail.com
Sat Mar 7 14:29:37 CET 2015
Hi, sorry if this is considered high-jacking the thread.
What do you mean by no scopes in the compositor? You can use a viewer node
and use the (fantastic :) scopes of the UV/image editor. What would you
prefer? A "scope node" that display the scope directly in it's own UI in
the node editor? That is very much possible and quite easy project for a
I don't consider the scopes of the sequencer nice, I consider them horrible
and horribly slow; they really should be ported to openGL and reuse the
code of the image scopes. Back when I was working on this with Matt Ebb,
the plan was to drop the sequencer dedicated viewer and use the UV image
editor instead (like for compositor viewer nodes) so I did not spent time
updating the sequencer scopes. But now the plan has changed ans sequencer
viewer is here to stay :(
I agree that the compositor is not the best place to do grading and I think
the sequencer would be better. I also agree that the current state of the
sequencer make this task cumbersome at best. So what is needed really in my
opinion is a good redesign of the sequencer with grading in mind not only
NLE. This is desperately needed for almost a decade but not a high priority
2015-03-07 8:36 GMT-03:00 François T. <francoistarlier at gmail.com>:
> I would second Troy on that, if you are going for a node as simple as a
> vignette, try to make it as accurate as possible which can handle real AC
> and could do reverse vignette, and part of this is usually linked to the
> Lens model.
> Going for a simple node which only do a mask or compute the length of a
> vector which you could colorize is a bit overkill I presume. Then only go
> with an addon and you will be fine. Your needs are far from from having a
> magic bullet suite ;). Yes you will loose a bit in memory going from one
> node to another, but your group is rather pretty simple.
> Ton is also right, and it does open a real question about probably a
> missing piece in Blender which is the Grading part. Even though we get
> easily attract to the compositor to do grading, it does not have the best
> design to do so. It does lacks of real time scopes and only works on a
> per-shot bases. The tile base rendering is not very good also for this
> since it does makes the feedback slower. (cf davinci)
> While the sequencer in another hand can work in the sequence context and
> have nice scopes (which could be improved), it probably miss all the
> flexibility of the compositor system also.
> So designing a grading space in Blender is not such a crazy idea at a
> design stage. It's a huge project though.
> 2015-03-05 18:04 GMT+01:00 Akash Hamirwasia <akash.hamirwasia at gmail.com>:
> > Hi again!
> > Look if a Vignette node which I have created can be added by default in
> > Blender, it can be pretty helpful to everyone. Also there are no presets
> > Node groups of Blender's compositor. If these presets for Blender can be
> > made default, then later it would be easy to add more nodes, making it
> > easier for more complex tasks in Blender.
> > Thanks,
> > Akash
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