Malt 1.0 Preview #231
pragma37
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Announcements
Replies: 1 comment 9 replies
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Wow fantastic! This all sounds awesome. I am super excited for global libraries (that are now called Global Plugins right?) and default values for shader functions. My main question for default values would be how this works with multiple functions per file. Does every META 'comment' refer to the function declaration directly after it or are the defaults the same for every argument with the specified name in every function? I also like the auto-selecting of node trees. Thats very handy. |
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Malt 1.0 is finally feature-complete!!!
Now it's time for testing and feedback.
Release:
https://github.com/bnpr/Malt/releases/tag/Development-latest
Material Examples
What's new?
Render Nodes
The whole render pipeline can now be customized in node form:
Pipeline Plugins
Existing pipelines can be customized through plugins.
Plugins can:
Plugins can be installed globally in the Addon Settings or per world in the World Panel.
A basic example can be found in Development/plugins
AOVs in the UI
Custom IO can now be configured from the Blender user interface.
Meta System
GLSL functions and structs can now declare default values, custom subtypes, and other properties (like visibility options) from source code:
Shader API refactor
The whole shader API has been improved and cleaned up.
Functions have now good defaults, advanced functions marked as internal in the Meta Properties won't show in the nodes UI and the materials Inputs/Outputs have been redesigned
Improved Screen Shaders
Screen shaders now have access to shading and filters functions.
This allows doing deferred-style rendering and applying certain effects globally (like line art).
Other improvements
There have been tons of other improvements. Including:
About MacOS
Mac builds won't be provided anymore.
I don't have the hardware to test on, and its limited OpenGL support is holding Malt as a whole.
I hope to support it again at some point, but that's unlikely to happen anytime soon and there's no point in providing broken builds meanwhile.
What's next?
Now it's time for testing and feedback!
I won't be adding any new features until everything is stable, but there's still time for tweaking what's already there.
After that, backward compatibility will be guaranteed, there won't be more breaking changes unless there's a very good reason and the whole community agrees.
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