[Bf-taskforce25] Blender spring cleaning

Nathan Vegdahl cessen at cessen.com
Thu May 14 01:50:41 CEST 2009


> As for Nathan's lighting/shading points, I disagree. Not that the
> shading system wouldn't benefit from a lot of changes, but rather it
> needs much bigger structural changes than these sort of things - IMO
> it's polishing a turd :) The idea of 'shaders' as they appear in
> Blender are not overly useful, especially if we want Blender to be
> more ready for future rendering developments. Anyway, ideally such
> changes should also be done by introducing new materials, so the
> behaviour of old materials can be kept around for a while for
> backwards compatibility. In summary there's a lot more work to be done
> than these tweaks and needs to be done properly.

Point.  But I still think it would be worth polishing the turd in the
mean time, though.  Unless there are plans to build a better system
for 2.5?

At the very least, I'd like to fix the Blinn shader.

--Nathan V


On Wed, May 13, 2009 at 3:52 PM, Matt Ebb <matt at mke3.net> wrote:
> On Wed, May 13, 2009 at 11:01 AM, Campbell Barton <ideasman42 at gmail.com> wrote:
>> from reading williams post +1 in general though there are some
>> spesific I'm not sure of, no opinion on render window.
>
>> Other things I have mentioned before but not in 1 list :)
>> - remove IFDEF's for BeOS and AMIGA in the code
>> - remove Amiga and HamX image formats
>> - remove videoscape format support
>> - remove C coded dxf, vrml support
>> - drop current radiosity code (talked to ton and he's ok not to port it over)
>> - remove sumo (solid) from the BGE
>> - remove ODE, QHull which bullet physics wont use
>> - Personally Id advocate dropping Irix support too since its been 'End
>> of life' for quite some years now but others probably want to keep
>> maintaining it.
>
> +1 to all of these *especially* radiosity.
>
> Also +1 to getting rid of the old track etc.
>
> As for the render window, the old render window is gone (thankfully)
> and won't be back. What can be done potentially as an option, is what
> has already been mentioned, popping open an image editor into a new
> window for people who want it. There's already a mechanism in Blender
> 2.5 for reopening windows at the same size/location (it's used when
> opening saved files with multiple windows) so that would be simple.
>
> As for Nathan's lighting/shading points, I disagree. Not that the
> shading system wouldn't benefit from a lot of changes, but rather it
> needs much bigger structural changes than these sort of things - IMO
> it's polishing a turd :) The idea of 'shaders' as they appear in
> Blender are not overly useful, especially if we want Blender to be
> more ready for future rendering developments. Anyway, ideally such
> changes should also be done by introducing new materials, so the
> behaviour of old materials can be kept around for a while for
> backwards compatibility. In summary there's a lot more work to be done
> than these tweaks and needs to be done properly.
>
> +1 to backbuf, you're much better off doing this in the comp, but also
> I'd love to kill off most of the world shading system too (but
> properly, at a later date).
>
> +1 to bbone rest, stride root, W button, un-real modifiers.
>
> -1 to the idea of removing slow parent. Yes it can get you into
> trouble, but when you use it correctly (you need to bake it for render
> farms etc), it's still very useful. We've used it several times lately
> on kajimba. It can be removed when there's a good replacement
> available - bullet is not it at this stage.
>
> Matt
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