On Tue, Apr 12, 2011 at 12:23 AM, pete larabell <[email protected]> wrote:
> In my efforts to better understand Blender's mesh/data representation, > I feel that doing an "easy" 3d_to_2d rasterizer for compo. tools would > be better for me to start with. Hi Pete, if the purpose of this is for spline roto shapes in the compositor, I wouldn't worry about full 3d to 2d stuff, or mesh data, or anything like that. The whole edit-mesh-in-3d-view-for-comp-matte is just a cheesy workaround for not having proper roto shapes editable in the compositor itself, and is much worse workflow wise. Ideally all you really need is to store your spline data in the comp node (can even reuse blender's beztriple structures etc perhaps) then tessellate* and render that to a greyscale soft matte. Although the problem of not currently being able to edit the bezier points in the image viewer still exists (hence the reason for all this 3d view->render layer->comp tomfoolery), there can be other workarounds for UI to use temporarily too. Trying to make a totally generic system of rasterizing blender's 3d data is really overcomplicating things and makes things too unclear between actual rendering and a super fast/interactive, specialised tool for roto. Matt * Is there any way of rendering (soft) spline shapes without tessellation? point sampling somehow? I have no idea, be interesting to know what other graphics libraries/compositors do. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
