Having the ability to compo in the 3D space would definitely improve the use of the compositor seriously enabling dozen of action that aren't easily achieved right now. I don't know if you'll get that far (due to GSoC time frame) but would be an incredible revolution
2012/3/28 Tobias Oelgarte <[email protected]> > I would really like to see such features. In my recent times with > blender there where so many scenarios when just using GLSL would have > been good enough if it weren't for the lack of: > > * soft shadows > * worldspace normals for materials > * compositing > * motion blur trough oversampling (render 16 sub frames, combine them to > one) > > If some of these things where present i would switch gladly from BI to > GLSL instead. Fast rendering is always a good thing. If it also looks > good enough, then it is perfect. At least in my opinion. > > Am 27.03.2012 22:58, schrieb Jason Wilkins: > > This year I am considering proposing a new viewport for Blender as a > > Summer of Code project. > > > > Name is subject to change. I've already had one person think that I > > want to preview compositing nodes in the view port. That is not my > > proposal. > > > > This email is to solicit some feedback so that I can write a good > > proposal or change my focus and propose something else. > > > > The problems as I currently see them: > > > > * The current view port rendering code in Blender is a mess. > > > > * Extending the view port has to be done ad hoc and is even > > recommended against due to its complexity > > > > * Taking advantage of modern opengl features might be especially > > difficult. These include: > > - pixel buffers > > - floating point or HDR formats > > - depth textures > > > > Parts of a possible proposal: > > > > * re-factor all view port drawing operations into a set of composable > commands > > * enable rendering to pixel buffers > > * compose pixel buffers using GLSL and/or blending operations > > * new view port modes can be written as scripts, like Render Monkey or > > DirectX Effect format (or even Quake 3 if you wanna go back that far) > > * re-enable all current view port modes as just simple scripts in the > new system > > * create new view port modes (like Material Capture or SSAO) > > * let expert users create their own custom viewports > > * the ability to control view port script parameters using RNA, i.e., > > automatically add controls to the UI > > > > I am not proposing doing anything with the GLSL code generator that is > > used for materials. > > > > I have not looked into how this integrates with the different view > > port drawing modes (triple, etc.) > > > > I am concerned that PBVH drawing in 'partial redraw' mode may be more > > difficult to integrate, or not. > > > > Cursor rendering probably is not affected. > > > > I discussed this briefly with Ton, he had some ideas about glowing > > outlines around objects. That kind of feature would be possible. > > Part of my proposal could include a set of example view ports scripts > > like that to get the expert users started. > > > > I'd like to really focus this year on a single goal with an easily > > defined deliverable. > > _______________________________________________ > > 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 > -- Francesco Paglia Vfx and Production Supervisor mobile +39 347.82.12.473 e-mail [email protected] _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
