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Joint Rendering of the GPU Shader Module and Viewport #15
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Update: GPU Module https://docs.blender.org/api/current/gpu.html Custom Renderengine (https://docs.blender.org/api/current/bpy.types.RenderEngine.html): |
Update: Another reference here: https://developer.blender.org/T75717 |
bpy.ops.screen.screenshot provides a reasonable workaround. See this commit for more details. |
About that issue of joint rendering, I'm not sure I understood the proposed workaround. Or maybe a way to render blender elements through the GPU Shader Module, so they'll be included in the renderings of the pointCloud? |
Yes, the screenshot option is the current workaround.
Yes, you can configure the view port overlay options - see the following image.
As far as I know, it is not possible to render the Blender elements with GPU Shader Module (however, I could be mistaken here). Alternatively, one could use the reconstructed camera properties to visualize the camera cones using a set of lines with a reasonable amount of work. However, I do not know if adding image planes / background images is possible at all. |
Thank you for posting this - I didn't know that this option existed. |
Currently, this addon uses the GPU Shader Module, i.e.
to draw point clouds in the 3D Viewport.
Unfortunately, it is not possible to render this content using Blender's default OpengGL renderer. See this question for more information.
Therefore, I'm looking for an alternative way to jointly render point clouds and other Blender elements (such as cameras, image planes) with correct occlusion.
Drawing cameras and image planes with the GPU module is theoretically possible. However, I can imagine that there are cleaner approaches to solve this issue.
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