Hey all, I am planning on building a system (initial intent is for double edge matte comp. node) that will rasterize any 3d object in the scene into a 2d mask in the compositor. I know that is the entire purpose of ID Mask and render layers, but I'm specifically referring to the ability to rasterize the off-screen portions for the feathering/gradient calculations needs to correctly implement a double edged matte/mask.
I am also going to implement the greedy mixed integer quadrangulator. Now, what I'd like to ask is: Given that it would probably not be best to try two additions at the same time... which one is is more desired in blender first? I suppose I should maybe be asking blender USERS rather than just coders, but oh well :) Is there one of these two that more people would like to see??? As a note: the reason I ask is simple; I know that more people *want* the quadrangulator, but the GMIQ will also take longer to implement than the object rasterizer. Anyway, I'd be interested to hear the thoughts of others before I get too deep into either one. Cheers! Peter _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
