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Re: Shader Preview Panel Dev Question

by appleGuy :: Rate this Message:

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Hi,

Thinking about this ...

I think the best way of doing this is to create nodes such as camera,
geometry during the creation of the panel.. Then remove these nodes from
the current document when the panel is closed. This way I can use the
same document.

Then the shader preview render can use this camera and geometry. I might
even create a render engine node.. another question: where in the source
is the renderman engine node. Not the actual render_engine (aqsis etc)
but the node that holds a selected render engine, resolution etc

If this is a good idea. How do i go about creating these nodes like a
new camera and a new quadratic object.. Maybe im not thinking straight
because it is late :(

Many Thanks
-Alex


Alex Curtis wrote:

> Hi Guys,
>
> Right I have got the File IO part done (using k3d IO of course) ->
> Needs to be a bit more robust but will do for now.
>
> The next stage is getting a render (initializing an external render
> engine) done using a geometry object.
>
> Now I think the best way of doing this, is to create a new document
> (one you wont be able to play with). this document will set up with
> the geometry and camera specifics etc. Then k3d render facilities will
> be called using the document and the chosen render engine (rEngine
> selection bit done).
>
> Put simply can I do this.. create a new document? ... Is this the best
> way?.. I could go the root of creating render input files etc, but
> thats a lot of work to cover all k3d supported render engines. I may
> as well use stuff already provided.
>
> Cheers
> Alex
>
>>
>> Hi Alex!
>>
>>  
>>> After some valuable feedback, I have decided to make a start on the
>>> shader preview panel first.
>>>    
>> :-) Thanks a lot!
>>  
>>> At this moment in time all the gui and storage / organisation ground
>>> work is pretty much there. I am now focusing on the actual process
>>> of rendering the shader previews and displaying the result.
>>>
>>> The only way I can think of doing this is to simply call the
>>> renderer. store the resulting image in a (possibly hidden) temporary
>>> file in the k3d working directory. Then source the preview display
>>> image from this file. Repeating this process every time a shader or
>>> shader selection changes.
>>>    
>> Tim should give you the final word, but I believe this is the way to go.
>> My best tips:
>> - Add a material property to the panel so that the user choose
>> manually the material. Later you may resolve choosing it automatically.
>> - Add an update button, latter it'll change on properties signals.
>> - You only need the sphere primitive (Create->Quadrics->Sphere) by
>> now, is the one that has UV mapping.
>>
>> Also an interesting challenge is canceling the render when the user
>> change any material (or press update), but that's not necessary right
>> now. (but you can start a new render anyway and use the new image)
>>
>>  
>>> What do you guys think? If this way is best, does k3d already have a
>>> temp directory where I can read and write these renders from?
>>>    
>> AFIAK there is an API for calling the temp directory.
>> ../k3dsdk/system.cpp:const filesystem::path get_temp_directory()
>> In fact, renders go there. On linux
>> /tmp/k3d-renderman-preview
>>
>> Cheers!
>> Joaqu?n
>>
>>
>>
>>  
>
>


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