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:
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