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emme
Posts: 718
Filters: 8
Is the idea to keep the fill workflow fully procedural, or are UF fills treated more like image generators that output bitmaps?
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
We will support both approaches. GPU fills will be fully procedural, infinite and sample-based (similar to regular FF components), while bitmap nodes like Crop, Flip, Blur, or Stable Diffusion, will accept and output finite pixel bitmaps.
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emme
Posts: 718
Filters: 8
Ok, cool. So how will the conversion from a chain of fill nodes to a bitmap work? Will there be something like a rasterizer node with resolution and sampling settings or?
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
emme wrote:
So how will the conversion from a chain of fill nodes to a bitmap work?


All the fill nodes will live in a GPU function. The function won't output a bitmap -- it will output a 'shader' which you can plug into a Render Bitmap node, which takes a shader, image dimensions, and some parameters (such as anti-aliasing method).

Quote
emme wrote:
Will there be something like a rasterizer node with resolution and sampling settings or?


Exactly smile:)
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