[Soc-2009-dev] Weekly Report

Martin Poirier theeth at yahoo.com
Tue Jul 14 03:36:26 CEST 2009




--- On Sun, 7/12/09, Brecht Van Lommel <brecht at blender.org> wrote:

> From: Brecht Van Lommel <brecht at blender.org>
> Subject: Re: [Soc-2009-dev] Weekly Report
> To: soc-2009-dev at blender.org
> Received: Sunday, July 12, 2009, 11:17 AM
> Hi,
> 
> On Sat, 2009-07-11 at 11:04 +1000, Matt Ebb wrote:
> > > === Issues: Where should light node go? ===
> > > ZanQdo and I had a quick talk over IRC about
> whether we need a
> > > separate node for light node.
> > >
> > > What was in my original proposal was quite simple
> - light node would
> > > make creating new probes easier. It allows us to
> mix existing HDR
> > > probes with the ones that we create. The workflow
> is very simple, so
> > > maybe it shouldn't be a separate node mode after
> all.
> > >
> > > ZanQdo proposed that it should probably be a part
> of shading nodes as
> > > IBL should be a shader and not treated globally.
> I'm however not sure
> > > how light nodes would fit into shading nodes
> since it's not related to
> > > materials or surface properties. So I hope we can
> hold some
> > > discussions here or during Sunday's meeting about
> this.
> > 
> > I agree, in fact I thought the original proposal was
> to have a 'light  
> > node' as part of the shading nodes, that would
> basically add the  
> > illumination from the light probe, given an input
> vector. I haven't  
> > been willing to comment on this much yet since I
> haven't actually  
> > tried it but a few points:
> 
> What about making light probes available as a texture, just
> like image
> textures? It seems quite closely related to things like
> world angular
> maps, cube maps, etc, it's just a different way to store
> it. Then you
> can put it in the world texture stack and blend it with
> other textures
> or light probes. If you want to add it in a shader node,
> then it would
> probably be just a matter of plugging a normal as texture
> coordinate
> into the texture node.

I'm not too good at those kind of decisions. I'd say either as part of the texture for a world node or in the shading nodes to regulate light input for a specific material.

Martin


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