aschwo
Also, not giving the edges of the graph a direction is a problem -- it's hard to quickly grasp what the 'result' node should be. Ditto for not using fixed-position plugs on the nodes: input plugs should be at the top, outputs at the bottom (or left and right).
In the end, I'm not sure who this is for: if you just want to click a button to deploy some services, it's doubtful that you'll want to muck around with wiring up nodes; and if you're putting these packages together, it'll probably be faster to just use a text editor.
Or is there a tool that needs to be created that will compile a fragment shader for WebGL down to .js, kind of like CoffeeScript?
Now all you need is for someone to write an OpenEXR implementation in JS or WebKit and you'll have all you need to build a Nuke killer in the browser. Well, you'll still need the UI framework for the node graph.
You'll need the precomputed Beckmann distribution in a texture: http://developer.nvidia.com/node/171
They've done it with Digital Domain and Nuke (compositing), Weta and Mari (3d paint), and now Sony and Katana (lighting).
Instead, Apple killed Shake and let big studios buy the source code from them so they could continue to use it.
I can't find similar pages for PDI/Dreamworks or Blue Sky.
If this stuff interests you, check out the SIGGRAPH 2011 papers: http://kesen.realtimerendering.com/sig2011.html
Skynet, EC2, and Zencoder
"Bigger chips mean so many good things. Big chips mean shallower depth-of-field at equivalent settings. Big chips mean big pixels, which means more light hits each photosite. More light means less gain, less noise per pixel. Less noise means more dynamic range. Bigger chips mean better pictures."
http://prolost.blogspot.com/2008/07/panasonic-is-my-hero.htm...
Workflow is like this: user creates shader using node editor (think Maya's Hypershade, but Ajaxified...), then sets permissions for the shader. Any user with permission to use the shader can see it from the plugin for his app of choice on his machine and use it. The user sets the renderer that he wants to use, the shader is compiled on the server and sent down the pipe to the user. That way, source code is kept in the hands of the people who created it. Scene renders.
I would love to build something like this, but it requires a lot more CS knowledge than I have. So if you think it's cool, roll with it and invite me to the private beta.