Yes i would do that. In many cases I don't really need reflections, glass with IOR or even ambient occlusion. If both would work nearly pixel exact AO could still be added by rendering with BI as a second pass for compositing.
Currently we have a OpenGL Render capability (the two buttons on the right side of the 3D-View menu bar) which is quite useful sometimes, but it lacks the mentioned features which are such heavy drawbacks, that it isn't a real option to replace rendering. Soft shadows would be my personal main priority and the Game Engine would definitely profiting from it. Am 28.03.2012 14:19, schrieb Jason Wilkins: > So, you are saying that if you had more control over what Blender > draws when it draws the view port then you would actually use that > output over Blender's internal renderer? > > To be up front about it, that is not what I am setting out to support, > but I do see it as a possible "hack" that would be possible if > somebody took advantage of the new features and ran with them. > > Your idea also makes me think that I should look at the Blender game > engine. There may be some overlap. > > On Wed, Mar 28, 2012 at 3:54 AM, Tobias Oelgarte > <[email protected]> wrote: >> 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 > _______________________________________________ > 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
