Brecht, What Jae was specifically talking about while discussing this with me was to be able to do just about whatever you can do through the assembly instructions on modern GPUs, but via nodes.
She was thinking about allowing a node setup (maybe this is already done through several (some WIP) node sets already) to control complete transform and lighting, where the nodes could access geometry data, and do "Anything" to it, read lighting coords, do all your math against all that, and if desired, even do your own shadow calculations by spawning off mini-buffers to render depth from lights and redirecting their outputs to yet more nodes for creating shadow buffers and such. Maybe she had a grand idea of making one gigantic node window to do EVERYTHING that can almost be accomplished already through several node windows. Does that make more sense? If not I guess I'll just transcribe something directly from her. :) Thanks! Peter On Wed, Dec 1, 2010 at 3:41 PM, Brecht Van Lommel < [email protected]> wrote: > 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. > > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
