Bas relief node patch #37234

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opened 2013-10-28 15:57:30 +01:00 by Vilem Duha · 4 comments
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%%%This is an old bas-relief node patch.
I upload it here because I want to update the patch for current blender.

old documentation for the patch is here:
http://wiki.blender.org/index.php/Doc:2.4/Reference/Windows/Nodes/Composite_Nodes

I wasn't able to convert the patch myself,
the version I am submitting worked with revision 40258.
It seems too manyinternals changed, so I became lost.
%%%

%%%This is an old bas-relief node patch. I upload it here because I want to update the patch for current blender. old documentation for the patch is here: http://wiki.blender.org/index.php/Doc:2.4/Reference/Windows/Nodes/Composite_Nodes I wasn't able to convert the patch myself, the version I am submitting worked with revision 40258. It seems too manyinternals changed, so I became lost. %%%
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Changed status to: 'Open'

Changed status to: 'Open'

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2015-03-11 13:33:47 +01:00

It's interesting pipeline you're describing but it's somewhat really specific. Main thing i don't really like is it's being a part of compositor, and trying to do something compositor isn't really suitable to do.

Much better approach would be to do it on the mesh level, similarly to how depth map is being baked, but to it on the actual geometry mesh. Like, doing adoptive subdivision of the plane and pushing vertices based on the original geometry in your scene. That way you can have more control and information about geometry and i would believe it could give much more interesting results.

As a bonus you'll be able to 3D print the relief even :)

So thanks for the patch, but current approach is not totally generic for the upstream, so archiving it.

It's interesting pipeline you're describing but it's somewhat really specific. Main thing i don't really like is it's being a part of compositor, and trying to do something compositor isn't really suitable to do. Much better approach would be to do it on the mesh level, similarly to how depth map is being baked, but to it on the actual geometry mesh. Like, doing adoptive subdivision of the plane and pushing vertices based on the original geometry in your scene. That way you can have more control and information about geometry and i would believe it could give much more interesting results. As a bonus you'll be able to 3D print the relief even :) So thanks for the patch, but current approach is not totally generic for the upstream, so archiving it.
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Thanks Sergey,
I hope you didn't investigate too deeply, this is old stuff and now I am using a script instead.
Actually, it's working well with images, for scenes where I operate with 50+ characters, I can't imagine having it as a mesh with similar resolution (images about 8k X 8k) .
One of the works I did with it was actually printed, the others I do on CNC like this one-
https://plus.google.com/photos/114654355051877519363/albums/6063112909952314449/6119471864159883282?banner=pwa&pid=6119471864159883282&oid=114654355051877519363

I still think gradient domain pipeline is very interesting approach also for compositing, but that's just theory, no plans implementing it.

Thanks Sergey, I hope you didn't investigate too deeply, this is old stuff and now I am using a script instead. Actually, it's working well with images, for scenes where I operate with 50+ characters, I can't imagine having it as a mesh with similar resolution (images about 8k X 8k) . One of the works I did with it was actually printed, the others I do on CNC like this one- https://plus.google.com/photos/114654355051877519363/albums/6063112909952314449/6119471864159883282?banner=pwa&pid=6119471864159883282&oid=114654355051877519363 I still think gradient domain pipeline is very interesting approach also for compositing, but that's just theory, no plans implementing it.
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Reference: blender/blender#37234
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