Podcast: BEER Talk Part 3


In the 3rd part of BEER Talk we discuss about:

What is needed for BEER?

  • Real time preview.
  • Similar rendered result as preview
  • Middle ground, combines the desirable preview features in both BI & cycles
  • exposing setting for animation
  • Better workflow: Layer shader system, ease of adding a new shader, Presets
  • Flexible: use passes as you like it

Basic terms:

  • Material – the outer shell (or container) of the shading system.
  • Layer system – a shader stacking system that blends shaders.
  • Blend algorithms to mix 2 or more shaders between layers.
  • Shader – (NPR shader primitives) the primitive that is stack-able to form more complex color behavior.
  • Shader modifier – (shader primitive modifier) is the parameter to pre-condition a primitives before it is usable.

How BEER differ from BI, Cycles?

  • Render passes (defined in shader)
  • Compositor inputs (different mask, more flexible render passes)
  • May not have material nodes at all (nodes are slower and harder to understand)
  • Lighting management (no in cycles, limited & hidden in BI)
    • 2 render engines, but no light management
  • World effects (shader modifiers)
    • Sky, AO, Mist (limited modification in BI & Cycles)

Shader Primitive Type

  • Shadeless (shader that gives you the basic color of the object)
  • Light dependent (shader that gives you the illuminated color, diffuse)
  • View and light dependent (shader that gives you highlights, specular)
  • View dependent also known as view space Normal controlled (shader that is controlled by normal, back lighting)
  • Screen space (Halftone, hatching, glow/glare, color grading, SSAO etc)
  • Custom [Everything else (depth, view depth, keyed, height, etc)

Example BEER workflow:

BEER Example Workflow

Further discussion reference at 8:10

BEER presentation at Blender Conference 2014

25 Oct at 11 AM at Amsterdam or 10 AM GMT
Will be broadcast live online

Announcing BEER discussion and Development Forum