Dev:Ref/Requests/Cycles2.6

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General

Spectral Materials, Emitters, and Cameras

When modeling the output of cameras that have sensor bands with particular spectral sensitivities (wavelength of light), I must render scenes in external applications designed for this application (radiometric ray tracers such as DIRSIG). Sadly, RGB rendering and compositing options in Blender do not sufficiently address this need.

With the introduction of blackbody emitters and film curves, I saw a glimmer of possibility to supply this capability.

I request that Blender/Cycles support a generalized representation of emitters, materials, and cameras (film) such that spectral profiles can be associated. We should recognize that the current RGB description of color is a sampling of the spectrum using three bandpass filters. This request is a further generalization of the concept of color that would support the current behaviors (RGB) but additionally support greater user-level customization of the how the scene is rendered (spectral sampling). I would very much enjoy collaborating with the Blender development team to flesh out this concept and bring it to fruition.

--Kbrodeur 14:22 UTC, 14 Nov 2013


Real World Vector and Texture Nodes

I work in archviz. I often need to employ numbers based in a real world context to control procedural textures and their mapping. Example: Brick Texture Node. I know the size of the bricks and the mortar in real numbers, but instead, I have to do tons of math on paper to convert all of these numbers to Blender's ratios; as well I know the starting point of the brick texture on the mesh, but positioning the texture accurately is hit-or-miss. And if I scale one part of the brick, the mortar changes too. That doesn't happen in the real world. Ratios are not the best way to go when defining textures in archviz.

Maybe offer an alternate (togglable) view of the nodes to let the user work in ratios as is the current case, or to work in real world absolute numbers.

--Esaeo 21:09, 1 June 2013 (CEST)(Sign)

Bounce Light from Mask Layers

When using Render Mask Layers to hold out objects/layers, the bounce light is not being calculated from the objects inside the Mask Layer. Shadows work but bounce light does not. I would like to see this working for Mask Layers so that comping holdouts will be accurate (see example images here... http://blenderartists.org/forum/showthread.php?264501-Cycles-Bounce-Light-and-Mask-Layers&p=2190104#post2190104). - User:TommyWright -23 August 2012.


Rendered Viewport Shading: Zoom Feature

Rendered Viewport Shading : In the UV/Image Editor I often zoom in to see the pixels up close. A setting for zooming the cycles rendered viewport would be very helpful. Settings such as 1:2 1:4, or x2, x4. Thankyou. - Shrapx 13:49, 9 July 2012 (CEST)


Cycles Render Bake (Conversion/Implementation)

Useful to create realistic game environments and speed up rendering time of full 3D background video plates. A feature allowing to bake Cycles diffuse GI to textures would be an awesome tool !


Blackbody lighting

Similar to that seen in Lux and Octane, use blackbody spectra for lights to give more photorealistic colors. A very good working model of this can be found in the documentation for Lux Renderer.


Texture repeat clip

Being able to not repeat textures would be useful. Repeating textures cause problems especially with animated and offset displacement maps.


Non-Progressive Integrator render with GPU

don't know if it's possible, but there a scenes where Non-Progressive is a huge noise remover, it would be awesome to use it with gpu

Sonicdee 21 March 2013

Nodes

"Universal Node Class Toggle Type" (Improvement)

Rather than the current paradigm where the user has to go through the ADD NODE menu, through the NODE CLASS submenu then select the NODE TYPE to add each of a variety of nodes as needed, what if the user performs the ADD NODE and a universal node appears, then the user can pull down the node type and the node becomes that type. This is involves fewer steps and that same node can be changed to any type at any time by the user; not having to delete the node and add a different node.

Example workflow: SHIFT-A (a universal node appears in the Node Editor), Click the pulldown and select which node type it should be (node become that type of node). Similar pulldown as the Modifiers, arranged in columns arranged by class. That's it; two steps. If I want that node to be different node, just pulldown again selecting a new type, and poof! it's that type. Connections stay in tact.

--Esaeo 20:54, 1 June 2013 (CEST)(Sign)


"Mix Shader" node (Improvement)

Give the Cycles "Mix Shader" node all the blend-modes that the "Mix Color" currently has. This might not be that difficult; all blend modes are simple math operations, and the presence of 'mix' and 'add' shows it is possible to perform such operations on the Cycles 'BSDF' socket type. (This would make the "Add Shader" node obsolete)

Input: Fac, Shader1[BSDF], Shader2[BSDF]

Options: Blendmode (same choices as mix color), Fac (when no input is specified)

Output: Shader[BSDF]

AnthonyP 17:45, 09 July 2012 (UTC)


Second that, I dont know if blend modes such as "Burn" are possible in shaders, but if there is an "Add shader", there can be an "Substract shader" at least. -Asedefecio

OSL shader with GPU

Render osl-shaders with gpu, so they can be better integrated into the workflow

Sonicdee 21 March 2013


Advanced "Clouds" textures

Some of the different noise types present in Blender Internal aren't in Cycles yet (such as perlin and cellnoise). Having those available in Cycles as well would be quite useful.

AnthonyP 15:46, 24 Jan 2013 (UTC)

Viewer Node

Add a Viewer node to cycles similar to the one in the compositing nodes. This node could have the same previewing options that are in the materials panel (box/ball/etc) and be the source for the backdrop (like in compositing). This would make creating materials in nodes more comfortable.



"Video Texture" node

Add a video texture node to render videos as textures in cycles just like it is possible in BI, or change the "Image Texture" node to "Image or Movie Texture" node, with the possibility to choose images as well as movies. Little-me 23:53, 02 August 2012 (GMT+01)


Node Editor - Multiple Outputs

Rather than having a separate Node Editor "page" for each material, allow multiple output nodes on a single "page". This way the user could make one large node tree per set of related materials that share common node settings and need only edit once affecting all related materials. With this allow the naming of each output node. For example if you have five different materials whose hues differ from each other by a factor of +0.1 from a single base color, you would just have to change the base color once, pass through a single cascade of math and HSV, each ending in separate outputs all in a single node tree. Saves major time if dealing with related materials.