[Bf-committers] Re: render passes & workflow

trip somewhere trip0o at gmail.com
Thu Dec 7 15:48:54 CET 2006


Hmm so what I can get from all of this is that every change that is
made to a pass has to be re-rendered there by having to re-render
everything over again.. =?

If that is so then at least it is a great start.

On 12/7/06, Johnny Matthews <johnny.matthews at gmail.com> wrote:
> Now one thing that would be exceptionally cool is if the image node
> could then read these layers and provide outputs for each layer of the
> inputted file. So if you saved an anim as exr with passes, you could
> get it back in super easy, with all the passes available. Or do the
> same with other layered file types like PDF.
>
> On 12/7/06, Ton Roosendaal <ton at blender.org> wrote:
> > Hi,
> >
> > OpenEXR was designed to be multi-layer multi-pass. And since it's an
> > open format, something we should support first, and discuss with the
> > ILM team if we can somehow standardize naming for layers/passes. They
> > then can take care of promoting this among the other application
> > developers, like for the plugin in Photoshop.
> >
> > For the time being, I can at least ensure Blender reads/writes such
> > multi-exr files well, also for image window and image-input nodes.
> >
> > Some interested developer then can also look at adding the
> > Combuston/3DS RPF (Rich Pixel Format) format. Or, also seems to be
> > supported: Irix RLA Files (currently already in Blender, in the past we
> > added a Z to this (IriZ), but that appeared to be not readable in any
> > other program than Blender...).
> >
> > -Ton-
> >
> >
> > On 7 Dec, 2006, at 13:58, Roland Hess wrote:
> >
> > > Almost any article I've read on using pass rendering seems to focus on
> > > doing your final renders in passes for greater flexibility down the
> > > pipeline. Now, if the rest of your pipeline is Blender's compositor,
> > > then it's not an issue. However, if you're using something else as
> > > your target -- putting this in with a bunch of other apps, or handing
> > > the files off to another "department" for compositing/sweetening --
> > > you would want to be able to have all passes saved into a file format
> > > straight out of the renderer in which each pass is a layer (per the
> > > image editor of your choice) set with the appropriate blend mode flags
> > > so that rendered files can be opened in either a still editor or
> > > compositing app with layers (passes) intact, blended properly and
> > > ready to be tweaked.
> > >
> > > Unfortunately, OpenEXR isn't up to this sort of challenge right now --
> > > the file format may be able to handle the channels, but there doesn't
> > > seem to be support for having those appear in image editors in a
> > > useful way. Of course, it wouldn't hurt if Blender could read such
> > > files right back in at a later date, allowing you access in the
> > > compositor to each channel set appropriately.
> > >
> > > On Dec 6, 2006, at 4:33 PM, bf-committers-request at projects.blender.org
> > > wrote:
> > >
> > >> Now that the basic code work was done, it's time to check on usablity
> > >> of pass rendering.
> > >> (No Trip, not usuability of compositor, that's another project!).
> > >>
> > >> Two ideas I got in mind now:
> > >>
> > >> 1 Make the "Combined" pass (optional) exclusive passes.
> > >>
> > >> My assumption is that you only use passes for specific cases, like
> > >> only
> > >> the shadow pass or only the reflection pass. In that case, a composite
> > >> now is difficult to use when "Combined" has this pass info added (for
> > >> example blurring shadow).
> > >>
> > >> 2 Give RenderLayers two new options:
> > >> - Light (Group) override
> > >> - Material (incl Node tree) override
> > >>
> > >> This option will render everything in the RenderLayer with a specific
> > >> group of Lamps, and/or with a specific Material. That's a much more
> > >> powerful way than define a "custom pass", since then you have the the
> > >> RenderLayer result again with all existing passes available.
> > >> It also gives a nice use for the to-be-added Python Node shaders. :)
> > >
> > > Roland Hess
> > > IT Manager/Digital Prepress
> > > Reed & Witting Company
> > > Pittsburgh, PA
> > > 412-682-1000
> > > rolandh at reed-witting.com
> > >
> > >
> > >
> > >
> > > _______________________________________________
> > > Bf-committers mailing list
> > > Bf-committers at projects.blender.org
> > > http://projects.blender.org/mailman/listinfo/bf-committers
> > >
> > ------------------------------------------------------------------------
> > --
> > Ton Roosendaal  Blender Foundation ton at blender.org
> > http://www.blender.org
> >
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at projects.blender.org
> > http://projects.blender.org/mailman/listinfo/bf-committers
> >
>
>
> --
> Johnny Matthews
> johnny.matthews at gmail.com
> Check out my blog at - http://johnnygizmo.blogspot.com
>
> "Any sufficiently advanced technology is indistinguishable from magic."
> - Arthur C. Clarke
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