Compositing nodes.


#1

I think compositing could go a bit farther then just exporting out the various channels, etc to Aftereffects or other compositing software. Add that ability. But how about taking it a step further and eliminating the need to composite externally at all. Don’t like the way specular hightlights look in messiah? Then how about doing something like this:


#2

How about depth of field? Don’t like messiah’s default DOF?

http://www.dogobe.com/blender/DOFnodes.jpg


#3

What is crazy is this is blender. Something that should be available in more applications. I think XSI and Maya have something similar. Not sure about max. Even A:M is developing a simpler version, currently it seems to allow you to adjust the lighting.

This is the thread those images were taken from.

http://www.elysiun.com/forum/viewtopic.php?t=61776&highlight=compositing+nodes

If you note, a ramp shader is used to set up the masking. Just imagine what we could do with messiah. It could be easily intergrated with the current shading nodes. Perhaps add a material that is the “compositing” material. Select it and start creating the necessary nodes. Link the end node into a export composite node for exporting the result into aftereffects, etc.


#4

Ah - Blender once more :slight_smile:
This app is really great.
The day they change the UI I will use nothing else >LOL<

But as I wrote in my other thread, I would not just include basic compositing in messiah to have pmG tackle even more areas, but rather have fully custom passes with output buffer nodes that write whatever you want to disk (Mental Ray Lightmaps) or make it available in an “Output-Tree”.

No need to build another compositor, even if an Output-Tree would come close to it.

Cheers,


#5

Ah - Blender once more :slight_smile:
This app is really great.
The day they change the UI I will use nothing else >LOL<

But as I wrote in my other thread, I would not just include basic compositing in messiah to have pmG tackle even more areas, but rather have fully custom passes with output buffer nodes that write whatever you want to disk (Mental Ray Lightmaps) or make it available in an “Output-Tree”.

No need to build another compositor, even if an Output-Tree would come close to it.

Interface change! HA! Won’t happen, for some reason the blender users love their interface.

I think its something that can be added to…this is what we eventually will do list. And they could lay the ground work with the output buffer nodes.


#6

Yep, fully agreed.

Laying the groundwork and have good SDK support for it.

Cheers,


#7

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