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This message was originally posted by Joshua Schpok on 06/14/2008 22:37:51
I’m working on a plug-in to perform interactive volume rendering in the OpenGL viewport (painter?). With the camera and light direction as vector3 k3d_data members, I’d like to do my work in the plug-in’s draw function. Is there existing documentation on how do I overload a plug-in’s drawing function?
At the moment, I’m looking at how yafray’s lights draw opengl representations, and am confused what I’d be reifying gl:renderable on.
Thanks.

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This message was originally posted by Timothy M. Shead on 06/14/2008 23:01:14
This sounds like a great project - I strongly encourage you to subscribe to the K-3D mailing list to interact with a broader range of K-3D developers, I’m sure they’d all be interested. You should also feel free to use the K-3D wiki to design/organize/advertise your project.
I’m not sure if this answers your question or not, but there are two distinct types of object that do OpenGL rendering in K-3D - there are renderable nodes that implement the k3d::gl::irenderable interface to \"draw themselves\", and there are painter nodes that implement k3d::gl::imesh_painter to draw mesh data, where meshes are made-up of points, polygons, patches, etc. So the first question is \"what is the nature of your data?\" If it can be represented in a K-3D mesh, you’d create a painter; otherwise, you’d create some sort of node that can contain your data and render it all-in-one.
Cheers,
Tim

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This message was originally posted by Joshua Schpok on 06/15/2008 16:49:37
Thank you, Tim. I’m glad to hear K-3D supports more than one way to do it. I am initially considering interpreting closed meshes as volumetric primitives so will look at imesh_painters per your suggestion.
I have subscribed to the developer list, but would really like to browse through the history of threads before I start reposting what’s already been covered. Overlooking sourceforge’s inconvenient thread interface, the archives are remarkably slow to access for me. Is there a better way for me to rummage around in there?
Thanks again.

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This message was originally posted by joa on 06/16/2008 15:14:39
Hi Schpok!
Sf.net sucks in speed. You should directly ask.
Cheers!
Joaquín

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This message was originally posted by joa on 06/19/2008 00:40:42
Hi Angela!
Sorry for being late to the topic.
I have just tested the face painter on K-3D and it has an alpha attribute that makes objects transparent on OpenGL.
So for making a \"custom\" material on OpenGL you just have to create a new OpenGL painter (OpenGlFacePainter for example) and change its attributes (colors, and alpha).
For finals renders you can play with the opacity property of the RenderManMaterial node.(haven’t tested it although)
Cheers!
Joaquín

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