Note 1: BEER dev fund status: 21% (~USD 4200). We need USD 20k.
Note 2: BEER is non-photorealistic OpenGL renderer for Blender.
Note 3: Meeting via FB group PM
Render passes, render layer & compositing
Current Blender Internal (BI) & Cycles design:
- distribute objects in render layers.
- render each render layer, each render layer is broken down to passes for compositing.
- composite render layers and passes.
- get final raster image.
BEER does all of that in one go in GLSL.
(If you understand how GLSL works, skip this part.)
- The object material is a shader stacking system.
- Each layer is a pass hence can have post effect at any stage.
- Screen effects & world post effects are put last as they change a lot of pre-rendered objects.
- Then assemble all the parts to be displayed on screen for raster rendering.
Where will Freestyle or contour shader be with BEER?
Line post effect will be a layer of post effect.
Calculation will be more isolated (smaller) and hence better performance.
Is render pass (post effect) just another shader layer?
Yes. It works just like adjustment layer in Photoshop.
Where is render layer?
The whole process resembles the whole render layer to compositing workflow. The only difference, in BEER we can composite before it reach rastering stage. Thus we can remove render layer altogether.
We need render layer (in BI & Cycles) because we need layers for compositing in the first place. If compositing is done “between” shader layers, render layer is ancient relic. We don’t need it in BEER.
The really difficult part is making the arrows in the diagram work.
TL;DR: Composite everywhere. No render layer. Render passes on every shader layer. Post effects on render pass is a shader layer.
Next week’s topic: How to split BEER & related works? Avoid 4 year plan, build the core in 1 year or less.
Do you want to participate in the meeting?
If you have made realtime apps/games, we want people like you.
Meeting time: after Blender dev weekly meeting (Sunday 1400 UTC)
Location: Facebook group private message