What do you suggest? (not focusing on the pure topic of masking) Daniel Salazar 3Developer.com
On Mon, Apr 11, 2011 at 11:51 PM, Matt Ebb <[email protected]> wrote: > On Tue, Apr 12, 2011 at 3:35 PM, Daniel Salazar - 3Developer.com > <[email protected]> wrote: >> Indeed! :) *but!* there are other uses for having a geometry node in >> the compositor like bringing geometry normals, vectors, alphas and >> what not and all interactive (no need for regular render). It's what >> other compositors do to integrate the 3D view with the compositor. We >> can see this as a step of integration. What do you think Matt? > > I think it's a bad idea. Blender already has a renderer and that's > what it's for. Duplicating code to make an entirely separate renderer > that's only used in the comp would end up in a world of > overcomplicated pain. If there are problems with the workflow of > rendering elements to be used in comp, then that should be worked on > itself, I don't think the solution is to ignore it and build an > entirely separate thing. > > But that's all putting the cart way before the horse anyway, when so > much of blender's compositor is still at quite a basic level for 2d > manipulations. > > Matt > _______________________________________________ > 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
