Realtime Compositor GLSL node support #91296

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opened 2021-09-09 21:01:40 +02:00 by Clément Foucault · 18 comments

This task gather all needed compositor nodes to be supported by the realtime viewport compositor. They are organized per Milestone as described in #91293.

Milestone 1 - Node support

    • Inputs:
      ** - RenderLayer
      ** - RGB
      ** - Time
      ** - Value
    • Output:
      ** - Viewer
      ** - Split Viewer
    • Color
      ** - Everything but Z combine antialias option (need multiple samples)
    • Converter: Everything but ID Mask antialias option (need multiple samples) and View Switch (might be tricky).
    • Vector: Everything. Could copy paste / reuse same code as materials.
    • Matte: I did not look at the implementation of all the keying algorithms but I believe a lot of them do not rely on sampling the neighborhood.
      ** - Box
      ** - Ellipse

Milestone 2 - Node support

  • None

Milestone 3 - Node support

    • Inputs: (optional for initial release)
      ** - Masks
      ** - Bokeh texture

Milestone 4 - Node support

    • Filter: Most of them
    • Distort: Most of them
This task gather all needed compositor nodes to be supported by the realtime viewport compositor. They are organized per Milestone as described in #91293. **Milestone 1 - Node support** * - [ ]Inputs: ** - [ ]RenderLayer ** - [ ]RGB ** - [ ]Time ** - [ ]Value * - [ ]Output: ** - [ ]Viewer ** - [ ]Split Viewer * - [ ]Color ** - [ ]Everything but Z combine antialias option (need multiple samples) * - [ ]Converter: Everything but ID Mask antialias option (need multiple samples) and View Switch (might be tricky). * - [ ]Vector: Everything. Could copy paste / reuse same code as materials. * - [ ]Matte: I did not look at the implementation of all the keying algorithms but I believe a lot of them do not rely on sampling the neighborhood. ** - [ ]Box ** - [ ]Ellipse **Milestone 2 - Node support** * None **Milestone 3 - Node support** * - [ ]Inputs: (optional for initial release) ** - [ ]Masks ** - [ ]Bokeh texture **Milestone 4 - Node support** * - [ ]Filter: Most of them * - [ ]Distort: Most of them
Author
Member

Added subscribers: @fclem, @Jeroen-Bakker

Added subscribers: @fclem, @Jeroen-Bakker
Evan Wilson changed title from Realtime Compositor GLSL node supprot to Realtime Compositor GLSL node support 2021-09-09 23:02:04 +02:00

Added subscriber: @JacobMerrill-1

Added subscriber: @JacobMerrill-1

<3

I would recommend a option to use reprojection temporal averaged buffers
for things like temporal FX

https://www.youtube.com/watch?v=o8jmYO3B5D8
use cases - screen space distortion buffer

"akira / tron trails from bloom buffer' - other FX like this.

<3 I would recommend a option to use reprojection temporal averaged buffers for things like temporal FX https://www.youtube.com/watch?v=o8jmYO3B5D8 use cases - screen space distortion buffer "akira / tron trails from bloom buffer' - other FX like this.
Member

Added subscriber: @Blendify

Added subscriber: @Blendify

Added subscriber: @GeorgiaPacific

Added subscriber: @GeorgiaPacific
Contributor

Added subscriber: @IyadAhmed

Added subscriber: @IyadAhmed

Added subscriber: @Emi_Martinez

Added subscriber: @Emi_Martinez

Added subscriber: @sozap

Added subscriber: @sozap

Added subscriber: @AndyCuccaro

Added subscriber: @AndyCuccaro

Added subscriber: @bent

Added subscriber: @bent

Added subscriber: @Pipeliner

Added subscriber: @Pipeliner

Added subscriber: @AlexeyAdamitsky

Added subscriber: @AlexeyAdamitsky

Added subscriber: @lsscpp

Added subscriber: @lsscpp

I was wondering if, given the viewport compositor will necessarily have a subset of nodes, and that it will be bound to the camera view, why can't all this be a sort of "camera shader"? As in a nodetree attached to a camera. This would give the opportunity to just expose the available nodes, maybe to show some new specific ones, and open the possibility to have multiple viewport basic composite, one for each camera (very handy even just for different exposure cameras)

I was wondering if, given the viewport compositor will necessarily have a subset of nodes, and that it will be bound to the camera view, why can't all this be a sort of "camera shader"? As in a nodetree attached to a camera. This would give the opportunity to just expose the available nodes, maybe to show some new specific ones, and open the possibility to have multiple viewport basic composite, one for each camera (very handy even just for different exposure cameras)

Added subscriber: @geocentric_wage

Added subscriber: @geocentric_wage
Member

Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
Member

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Member

This is now superseded by #99210.

This is now superseded by #99210.
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Reference: blender/blender#91296
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