Very interesting indeed, keep it coming please.
Still images only but it illustrates these tasty features (get the latest build before partaking)
* Rendering in layers
* Inserting layers into nodal compositor "in" nodes
* Alpha Over to combine
* Adjust RGB (like photoshop Curves)
* Shows "out" node. File format set in Render settings
Is it possible yet to use the timeline for keyframing effects like adjusting blur or RGB or dissolve over time?
Here’s a blend file. Enjoy!
http://garyritchie.com/temp/uxg_idy_package_v03_glr.blend
something to chew on…
you can append group nodes now to other blends, so in theory you could make a nice lib of preset composit nodes. The problem right now is that render result is not included therefore you still would have to make some fairly complex connections after appending and adding such a node to your current blend.
So if render result node and composit could be included in node groups we could start to build a nice presets lib! Any ideas on this would be appreciated.
Anything about material nodes ??
There are a few threads about material nodes already, and documentation.
http://mediawiki.blender.org/index.php/Tutorials/Nodes_Tutorial
http://mediawiki.blender.org/index.php/Tutorials/Nodes_Tutorial_Ref
I suppose with time these features will be in an official release and proper documentation will come too.
Till then, keep testing the new builds and post some more composite node screenshots and links here!
How do I use nodes and stuff? Has anyone written a tutorial??? :-?
Tnx LucidMonkey a lot.
I have a problem. I just can’t take z value from rendered image, it’s not my build cause if I use blend file posted earlier (DoF thing) it take z depth from rendered image node. I always get white image in viewer node, and I use settings exactly as it is in node setting posted earliet (dof).
Am I doing everything correct?
[EDIT] I realize that “map value” node’s parametars needs to be tweaked little to achive some results and if you move slider for about .02 you get black or white screen. But it’s SOLVED.
Some things I done with node editor. My first use, and I’m newbie with blender too.
Before compositing:
and after:
I’m tring to add motion blurr to a fluid sim I allready render in PovRay (using RCRuiz exporter), So I baked the sim with vector output activated, nice, then I rendered the frames in POV, now I loaded the fluid sim in a fresh .blend, added the rendered image sequence to the sequence editor and then tried this setup:
http://www.3developer.com/temp/FluidBlur.jpg
Problem is nothing is happening, please help, I need this working fast for job
Edit: Never mind I think I got it!!! I’ll post a screenie soon
With the new noodles it seems that there is no more need for distrobuted raytracing…but there is still one issue open in this respect:
It is known that enviroment mapping could be easily blurred…BUT… what if you need a reflection that starts sharp and becomes more blurred and or faded in the ‘distance’? Can this be done with the composer? If not, then I think that noodles should have a enviroment node or something.
Hi all,
how could i activated nodes editor?
I have search to the panel, but i didint find nodes editor.
how i find it…
regard
Make sure you have a test build from the blender.org forum (nodes are not yet officially released)
You will then find nodes in the panel selection (from the left most icon on the view plane header)
To use composite nodes you need to,
(1) select Composite nodes in the render buttons (under do sequence)
(2) select the sequence icon in the nodes editor and select use nodes.
I think if some or all of the effect plugins could be moved into the nodes then this would be useful.
ATM DOF is a node I could really do with.
The internal renderer is miles ahead of anything i could have imagined 5 years ago. It’s quite something.
You might be able to make fake SSS with this.
Is there going to be a seperate forum for Nodes?
henrymop thanks for your trick, works like a charm! very smart
I used it for this fluid sim render
nodes pic:
Hi all, great glow effects.
I’m trying to generate a vectorial glow,the same as using a ‘blur’ node with X=10, Y=1, but rotating the blur lines.
Testing with ‘Vector Blur’ node, I suppose i just need to link a generated vector to the Speed port, but it doesn’t work and shows none. Any idea, please?
That’s not my trick, it’s purples.