to elaborate the problems with everything that has to be with scene data and compositing together are speed/interactivity and integration. what do you suggest?
Daniel Salazar 3Developer.com On Mon, Apr 11, 2011 at 11:58 PM, Daniel Salazar - 3Developer.com <[email protected]> wrote: > 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
