So far I have several suggestions that I'd put in the "don't do anything that would make this difficult in the future" column.
They would be: integration with compositor integration with game engine integration with OpenGL renderer I'm hoping this can be managed just by employing good software engineering :-) I can't promise anything though. On Wed, Mar 28, 2012 at 10:09 AM, Tobias Oelgarte <[email protected]> wrote: > 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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
