[Bf-compositor] GLSL render as input in compositor

Juan Pablo Bouza jpbouza at hotmail.com
Sat Jan 11 15:34:21 CET 2014


+1!

If only the glsl render could also use render layers to separate things into the compositor, it would be really cool, specially now that we have antialising in glsl render.

Date: Sat, 11 Jan 2014 21:52:07 +1000
From: 3pointedit at gmail.com
To: bf-compositor at blender.org
Subject: Re: [Bf-compositor] GLSL render as input in compositor

Hi,I would like to support such a notion. I use Blender for motion graphics, this often requires text manipulation. But creating even the most basic scene settings does not result in the most rapid renders. With very tight time pressures I often prefer GLSL renders (that are great for prototyping motion), but all the manual handling to save and re-import frames is annoying and road block for creativity.

I know that debs are horrified at the thought of another render engine, but I'm not suggesting an equivalently featured engine (with passes etc.) but a simple porting of the frames already generated from the view.

The only addition I would suggest is access to the alpha channel.
Thanks for your attention.
David


On Mon, Jan 6, 2014 at 7:39 PM, Cezary Kopias <cezary.kopias at gmail.com> wrote:

Hi all!



I want to make a thread where we can put all the good uses of GLSL rendering and why would be a nice idea to have it straight in compositor and don't need to save to image first.



Hopefully people who use OpenGL rendering will have better user cases but I will start :



I would use it to have nice ant-aliased custom masks or to add quick (render time) highlight on already rendered cycles scene (i do this in internal now, but faster is better)





Developers: what are the main concerns making this happen? Should we wait with this till jwilkins finish viewport FX? (but rendering multiple scenes in OpenGL is a pain, but maybe someone can make a nice add-on for that)


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