Hi or we can add a World position render layer inside blender (other renders have these) I added one for cycles in a private branch as the worldposition is already known in cycles and give better quality of the position.
Jeroen. On 01/09/2013 11:19 AM, Ton Roosendaal wrote: > Hi, > > I would also sugges to first stick to pixel operations. > > A good use case would be to allow relighting, based on getting inverse view > transforms from RenderLayers, so you can map (x,y + z) pixel coordinate to > 3d. Add to that UV and Normal and you can go! > > I always wanted to add this transform matrix to renderlayers and openEXR > files... or was this done already? > > -Ton- > > ------------------------------------------------------------------------ > Ton Roosendaal Blender Foundation [email protected] www.blender.org > Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands > > On 9 Jan, 2013, at 1:32, Dan Eicher wrote: > >> On Tue, Jan 8, 2013 at 4:32 PM, Brecht Van Lommel < >> [email protected]> wrote: >> >>> As I understand it, libjit doesn't actually come with any language >>> compiler, it's just a way to generate instructions manually. So I'm >>> not sure how using that would be trivial, LLVM gives you the same >>> functionality as libjit, but the actual implementation of OSL on top >>> of LLVM is still a lot of code? >>> >>> >> Yeah, one would have write a parser to use libjit, not too terribly hard >> but... >> >> What I really meant was a way to call the compiled functions which it seems >> is basically what OSL::ShadingContext is, a wrapper around the llvm >> function calling mechanism with extra stuff tacked on for OSL globals and >> whatnot. >> >> >>> If you're going to allow only basic pixel processors, i.e. just >>> reading and writing to pixels in the same location then it fits quite >>> well already. You can have basic input/output parameters of shaders >>> and it could run for each pixel. >>> >>> If you want to do things like blurring it gets more complicated >>> because there is no concept of image buffers to read/write to, so some >>> sort of mechanism for that would need to be implemented. >>> >>> From the IRC discussion it was decided not to do any complex things like >> blurs since there's no guarantee that the pixels you want to look up >> actually exist due to the way the compositor works with multi-threading and >> tiles. So just simple single pixel stuff like relighting a scene (Ton's >> example), technicolor, film-grain (I guess would work?) &etc. >> >> Dan >> _______________________________________________ >> 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
