Hi, sorry if this is considered high-jacking the thread. What do you mean by no scopes in the compositor? You can use a viewer node and use the (fantastic :) scopes of the UV/image editor. What would you prefer? A "scope node" that display the scope directly in it's own UI in the node editor? That is very much possible and quite easy project for a c/c++ developer.
I don't consider the scopes of the sequencer nice, I consider them horrible and horribly slow; they really should be ported to openGL and reuse the code of the image scopes. Back when I was working on this with Matt Ebb, the plan was to drop the sequencer dedicated viewer and use the UV image editor instead (like for compositor viewer nodes) so I did not spent time updating the sequencer scopes. But now the plan has changed ans sequencer viewer is here to stay :( I agree that the compositor is not the best place to do grading and I think the sequencer would be better. I also agree that the current state of the sequencer make this task cumbersome at best. So what is needed really in my opinion is a good redesign of the sequencer with grading in mind not only NLE. This is desperately needed for almost a decade but not a high priority target Xavier 2015-03-07 8:36 GMT-03:00 François T. <francoistarl...@gmail.com>: > I would second Troy on that, if you are going for a node as simple as a > vignette, try to make it as accurate as possible which can handle real AC > and could do reverse vignette, and part of this is usually linked to the > Lens model. > Going for a simple node which only do a mask or compute the length of a > vector which you could colorize is a bit overkill I presume. Then only go > with an addon and you will be fine. Your needs are far from from having a > magic bullet suite ;). Yes you will loose a bit in memory going from one > node to another, but your group is rather pretty simple. > > Ton is also right, and it does open a real question about probably a > missing piece in Blender which is the Grading part. Even though we get > easily attract to the compositor to do grading, it does not have the best > design to do so. It does lacks of real time scopes and only works on a > per-shot bases. The tile base rendering is not very good also for this > since it does makes the feedback slower. (cf davinci) > While the sequencer in another hand can work in the sequence context and > have nice scopes (which could be improved), it probably miss all the > flexibility of the compositor system also. > So designing a grading space in Blender is not such a crazy idea at a > design stage. It's a huge project though. > > > > > 2015-03-05 18:04 GMT+01:00 Akash Hamirwasia <akash.hamirwa...@gmail.com>: > > > Hi again! > > > > Look if a Vignette node which I have created can be added by default in > > Blender, it can be pretty helpful to everyone. Also there are no presets > in > > Node groups of Blender's compositor. If these presets for Blender can be > > made default, then later it would be easy to add more nodes, making it > > easier for more complex tasks in Blender. > > > > Thanks, > > Akash > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > -- > ____________________ > François Tarlier > www.francois-tarlier.com > www.linkedin.com/in/francoistarlier > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers