This pretty much my plan, support at least the basic Blender material functionality at first to make it easy to use Blender to produce images and animations with Aqsis, then add support for applying custom shaders somehow (someone suggested using a plugin texture), so that people can use their own custom written, more powerful Renderman shaders.cekuhnen wrote: there is the tool which can generate shaders by a visual way and crafter shouild be able get teached how to export renderman shaders as well.
sure it would be all awesome when you have a basic shader system inside blender for aqsis and later even a more complex system!
In this case, I don't necessarily agree. I like the RIB 'massaging' approach, it works well in a production house, or where there are resources with a high level of technical ability. However, one of the reasons for doing the Aqsis integration is to enable less tech savvy users (i.e. the majority of individual designers working from home) to have a simple 'one click' solution to producing images and animation with Blender and Aqsis. This is the reason why I am choosing this approach, as far as the designer is concerned, the choice of renderer should be just that, choose and go, or as near to that ideal as possible.cekuhnen wrote: but this way i mentioned is just a good apraoch in my opinoin and not to much work for the user to get used to it.
i rather fix ribs and get awesome results.
Generally, designers don't want to know if the renderer is Renderman, or whatever, just that it gives good renders with all the neat features like motion blur and so on, without worrying about the intricacies of the architecture. Even better if they can get really cool complex shaders from the net, and use them in the same interface.