many people are using cell shading in realtime to produce cartoon renders in real time, maybe this could be a path to realtime npr?
also, I seem to recall a geometry shader produce can outline almost instantly? On Aug 12, 2017 5:54 AM, "Brecht Van Lommel" <[email protected]> wrote: > Regarding relying on static material properties, I think those can be kept > then. The diffuse/specular/hardness could be moved into the Freestyle Line > panel and only used by Freestyle. > > On Thu, Aug 10, 2017 at 4:06 AM, Tamito KAJIYAMA < > [email protected]> > wrote: > > > Hi Brecht, > > > > Many thanks for the detailed replies, and excuse me for the delayed > reply. > > > > I agree that the first thing to do to keep Freestyle functional in the > > Blender 2.8 code base is the removal of Freestyle's dependency to the > > object/mesh data structures of the Blender Internal. Freestyle in > > Blender 2.7x and earlier receives a bunch of tris/quads through the > > Render::instancetable (that is, a linked list of ObjectInstanceRen > > data). Freestyle doesn't really have to care about many details of > > Blender scene data, mesh modifiers, animation, render settings, and so > > on---instead, the ObjectInstanceRen data allow Freestyle to simply deal > > with a final set of polygons resulting from all the rendering related > > details already addressed by the Blender Internal and Cycles. If there > > is a convenient way to do the same in 2.8, then I expect the dependency > > removal would be straightforward. Otherwise, the work might be a bit of > > hassle. > > > > As to the material system, Freestyle currently relies on static (not > > node-based) material properties such as diffuse color, specular color, > > and some other props. In addition, there are a few Freestyle-specific > > static material properties such as line color, line alpha transparency, > > and line priority (plus, line thickness is to be added in the future). > > Freestyle employs static colors as solid line colors no matter how the > > material is lit by various light sources and seen by the camera. If > > everything is defined by material nodes in 2.8, then a few extra nodes > > specific to Freestyle are necessary. At the moment Freestyle doesn't do > > anything with material nodes when retrieving material props. So, again > > everything in nodes might imply a substantial amount of work on the > > Freestyle side. > > > > As far as Eevee gives Freestyle a render buffer to which line components > > are composited, that's fine and I expect very little work there. > > Freestyle performance is far from real time, so I would say Freestyle > > rendering in the viewport is out of scope in short- and mid-term ranges. > > > > Best regards, > > > > -- > > KAJIYAMA, Tamito <[email protected]> > > > > > > On 2017/08/01 9:47, Brecht Van Lommel wrote: > > > Hi Tamito, > > > > > > Blender internal and its material system have not been removed yet, but > > > they are planned to be replaced by Eevee. I don't think anyone has > > actually > > > gone though what that entails in detail, since there is indeed code > like > > > Freestyle and the texture system that rely on it even when not > rendering > > > with BI. > > > > > > I expect the first thing to keep things functional would be to stop > > relying > > > on the BI object/mesh data structures, and rather get geometry directly > > > from the Blender object/mesh data structures. This should be easier now > > > than it was when Freestyle was initially implemented, since there are > now > > > functions like BKE_mesh_new_from_object to get a mesh from any type of > > > object. Some of this stuff will likely still evolve some as the > > dependency > > > graph is being worked on. > > > > > > Materials I think would all be defined using node graphs, which should > > > already work with Freestyle? But for NPR work is needed to get back > some > > > functionality from Blender Internal. There is no design for that yet as > > far > > > as I know, would be interesting to get some idea which extra nodes > Eevee > > > needs. > > > > > > In terms of integrating with render buffers, I hope the way it works > with > > > Cycles as an external engine can also work for Eevee. So Eevee could > > > deliver render buffers the same way as Cycles and freestyle could > > composite > > > on top of them in the same way. Beyond that it would of course be > really > > > cool if Freestyle could work in realtime on top of Eevee, showing > OpenGL > > > accelerated line drawing in the viewport, but I guess that would be > > almost > > > a full rewrite of Freestyle. > > > > > > Regards, > > > Brecht. > > > > > > > > > On Mon, Jul 31, 2017 at 4:26 PM, Tamito KAJIYAMA < > > [email protected]> > > > wrote: > > > > > >> Hi, > > >> > > >> I would like to discuss with the viewport team what precisely would be > > >> necessary to bring Freestyle back to Blender 2.8. I was informed that > > >> the old material system and the Blender Internal renderer have been > > >> removed so that Freestyle won't work anymore. The idea is to have a > > >> development plan of what needs to be done and until when. Thoughts > and > > >> suggestions are much welcome. Thanks in advance for the input. > > >> > > >> Best regards, > > >> > > >> -- > > >> KAJIYAMA, Tamito <[email protected]> > > >> _______________________________________________ > > >> Bf-committers mailing list > > >> [email protected] > > >> https://lists.blender.org/mailman/listinfo/bf-committers > > >> > > > _______________________________________________ > > > Bf-committers mailing list > > > [email protected] > > > https://lists.blender.org/mailman/listinfo/bf-committers > > > > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > https://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
