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Here's a big list to track where we're at. Progress is currently happening in the node-improvements branch.
A lot of functionality is still written in the core logic that could be moved over to using nodes instead. I'll mark nodes that require refactoring with a *
For the most part, I'm looking at the nodes available in the Cycles rendering engine to spot some easy nodes to start with.
- texture node (TODO: Rename to color, perhaps)
- Diffuse BSDF
- Glass BSDF
- Metal BSDF
- (Dubious) Plastic BSDF (combines diffuse + glass)
- Mix node
- Grayscale converter node
- Texture coordinate node (51ce446)
- Fresnel node *
- Transparent BSDF (Alpha blending) * (dda5c92)
- Emission bsdf * (sort of implemented in f4d52e3 in a hacky way)
- Sky texture (Logic exists in sky.c, need to expose as a node)
- Environment map as an output node.
- Add shader node
- blackbody node
- Value type
- Vector type
- Math node
- Vecmath node
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