Matt: Yes there is a fast way to make a mask from a curve without triangulating it whatsoever. I really only wanted mesh data so I could construct outlines of shapes by testing normals and a few other things then fill them without any polys at all. Id be happy to make it a REAL comp system that gets done somewhere else (VSE?) but im not a comp. guy myself and didnt/dont understand where people WANT it done. If someone... ZanQdo... :) was willing to make fake screenshots of what it SHOULD be like... I would be happy to do it that way. Again I was simply going with comp. nodes because at the time I didnt realize all the other uses for it... CHEERS.
On 4/11/11, Matt Ebb <m...@mke3.net> wrote: > On Tue, Apr 12, 2011 at 12:23 AM, pete larabell <xgl.asyl...@gmail.com> > wrote: > >> In my efforts to better understand Blender's mesh/data representation, >> I feel that doing an "easy" 3d_to_2d rasterizer for compo. tools would >> be better for me to start with. > > Hi Pete, if the purpose of this is for spline roto shapes in the > compositor, I wouldn't worry about full 3d to 2d stuff, or mesh data, > or anything like that. The whole edit-mesh-in-3d-view-for-comp-matte > is just a cheesy workaround for not having proper roto shapes editable > in the compositor itself, and is much worse workflow wise. > > Ideally all you really need is to store your spline data in the comp > node (can even reuse blender's beztriple structures etc perhaps) then > tessellate* and render that to a greyscale soft matte. > > Although the problem of not currently being able to edit the bezier > points in the image viewer still exists (hence the reason for all this > 3d view->render layer->comp tomfoolery), there can be other > workarounds for UI to use temporarily too. Trying to make a totally > generic system of rasterizing blender's 3d data is really > overcomplicating things and makes things too unclear between actual > rendering and a super fast/interactive, specialised tool for roto. > > Matt > > > * Is there any way of rendering (soft) spline shapes without > tessellation? point sampling somehow? I have no idea, be interesting > to know what other graphics libraries/compositors do. > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers