Hi, I don't really understand what that means, a node based version of the render pipeline. There already exists shader and compositing nodes, what would this do specifically?
Brecht. On Wed, Dec 1, 2010 at 5:12 PM, pete larabell <[email protected]> wrote: > Hi all, > > I'm writing this email primarily on behalf of Jaevixa McNomera, as right NOW > she's in the hospital and doesn't have THAT much access to a PC. That being > said, this is also something I'd like to work on. :) > > Due to her work related life threatening injury she sustained a few months > ago, her company has been generous enough to grant her, as it stands now, 24 > months of paid time off. During this time she would like to contribute as > much as she can to Blender. What we'd like to do, if this isn't already > being done, is implement a node based version of a render pipeline. > Basically allowing a user to do what people can do with programmable GPUs > now, but with a node driven interface. > > As a first revision of sorts we'd like to attempt to create this in parallel > to the existing render pipeline, by simply trying to get THAT (the existing > one) represented in a node based structure, just as a proof of concept. > > The custom lighting calculations a user could produce would be one great > addition this would allow. I'm sure there are MANY other things people > would/could do with it. > > Is something like this already in the works, or shall we proceed further > with exploration of this? > > Peter > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
