Hello. I don't know if this is the right place to post a suggestion, but nowhere else I've found a place to do it.
To the merits: My idea is to let Blender perform a scripted callback through rendering process. What I actually mean is to allow scripts to do one thing: -discard a triangle hit, when blender casts a ray for raycasting Technically speaking: I don't exactly know how the raycasting works in Blender, but I guess, that it works the usual way: a ray is casted from the active camera forward to the scene, then it's checked for intersections with geometries in the scene. The intersections are sorted from the nearest to the furthest and the first intersection is taken as the rendering point. That is what I assume, how it works - correct me if I'm wrong. What I'm up to is to let the script (or perhaps dynamically linked library process) receive world position of such an intersection and decide whether to pass it further for rendering. If the script discarded the intersection, then pass it the next intersection, that is further away. Here is a pastebin to some Python conceptual code to illustrate what I mean: http://pastebin.com/U2raMEUY The rationale behind this is it would allow many different things to take place, it would allow to easily render cross sections, or parts of the scene, that are in irregular shapes - what is not possible with compositor. That's it. Also, perhaps there's already such a possibility in Blender, which I'm not aware of. If so, please - point me to it and burn this message. Thank you. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
