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slusallek avatar slusallek commented on June 10, 2024

Hi Pascal,

We actually have developed something like this in the Dreamspace
project. There we use the commercial Katana system as a source for scene
creation and real-time updates that are distributed to the renderer
using XML3D.

The idea has been that we could eventually port that also to other
systems, like Blender. If someone wants to do this, I am all for it and
could support this with a Hiwi contract or such. Let me know if you know
some student interested in this. Jonas has been the main developer of
this module.

We only support simple Ubershader materials from Katana right now. But
this could be extended. Eventually, we would want programmable shading
at some point and shade.js would be a good option for that. Jan at the
DFKI is working on improving this in a project with Intel right now
(also tobetter describe programmable animation and such using Xflow).

I have also asked Georg Tamm at the DFKI to look into running our new
WebComponent-based XML3D runtime within the master rendernode. This
would allow us to execute real-time animation and such things efficiently.

The biggest holdback right now is the shading system in Imbatracer (and
missing support for JIT compile).

Please let me know if you have any ideas in that direction.

Best,

Philipp

Am 04.06.2016 um 20:03 schrieb Pascal Grittmann:

Having an interface to a 3D software like Blender would ease testing and
allow us to experiment with even more scenes.

Something simple that suffices for our purposes does not appear to be
very difficult, see for instance:
https://agraphicsguy.wordpress.com/2015/09/06/my-external-renderer-for-blender/

We would have to come up with a simple (node based) material
representation that can be edited in Blender, and create (or find) a
file format to store those materials.


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