<div dir="ltr"><i><span style="font-family:arial,sans-serif;font-size:12.800000190734863px">I did now add an alpha threshold per render layer which should make</span><br style="font-family:arial,sans-serif;font-size:12.800000190734863px">
<span style="font-family:arial,sans-serif;font-size:12.800000190734863px">render passes work a bit better with fully transparent surfaces. Not</span><br style="font-family:arial,sans-serif;font-size:12.800000190734863px">
<span style="font-family:arial,sans-serif;font-size:12.800000190734863px">quite what you asked for, but this had been on my To Do for a while.</span><br style="font-family:arial,sans-serif;font-size:12.800000190734863px">
<a href="https://developer.blender.org/rBa41648c1dc58f" target="_blank" style="font-family:arial,sans-serif;font-size:12.800000190734863px">https://developer.blender.org/rBa41648c1dc58f</a></i><div class="" style="font-family:arial,sans-serif;font-size:12.800000190734863px">
<div id=":1y9" class="" tabindex="0"><i><img class="" src="https://mail.google.com/mail/u/0/images/cleardot.gif" style=""></i></div><div id=":1y9" class="" tabindex="0">Well this does solve a lot of shortcomings. Thanks.</div>
</div></div><div class="gmail_extra"><br><br><div class="gmail_quote">2014-02-06 Brecht Van Lommel <span dir="ltr"><<a href="mailto:brechtvanlommel@pandora.be" target="_blank">brechtvanlommel@pandora.be</a>></span>:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div class="im">On Wed, Feb 5, 2014 at 10:12 PM, David Fenner <<a href="mailto:d4vidfenner@gmail.com">d4vidfenner@gmail.com</a>> wrote:<br>
> The thing about transparency counted on material override is that, for<br>
> example, you wan't to make a custom light moving around the scene but only<br>
> to be composed later. You could make all a grey shader for the render layer<br>
> to render fast, but if you use leaves or any transparent surface (or in the<br>
> future displacement) you get wrong results and the little planes would start<br>
> to appear in the render, instead of leaves. If displacement is implemented,<br>
> the surfaces would also have wrong shape. So render layer override taking<br>
> into account original shader displacement and transparency (only if its<br>
> full, no need for partial transparency) would be ideal for custom render<br>
> passes, rim lights, animated lights, gunfire lights, you name it. I know<br>
> this maybe isn't about technical/code optimizations, but the ability to do<br>
> this could make render custom passes way faster, so it does optimize the<br>
> lighting workflow.<br>
> Currently, lighting or texturing in any compositor is also impossible<br>
> because normal and uv pass don't take transparency into account, therefore<br>
> in the same leave example you end up lighting planes instead of leaves. So<br>
> it isn't possible with a custom render layer in 3D and it's also impossible<br>
> with fake compositor lights based on normal / z / uv pass.<br>
<br>
</div>Ok, I see what you're getting at, I was thinking too much of partial<br>
transparency, with binary transparency it's easier to do things in<br>
compositing. Making it possible to do lighting and texturing in the<br>
compositor is not something I've tried to optimize. We can do a lot<br>
better here, it's not really a workflow I've considered a priority.<br>
<br>
Making override materials more flexible in what they affect would be<br>
useful. There's also some other possibilities like giving access to<br>
the current render layer in shader nodes, so you could do this kind of<br>
thing in nodes setups, although that's not as convenient always. I'll<br>
think about this more, but don't really consider it as something to<br>
tackle as part of this performance project, just general features that<br>
can be added at some point.<br>
<br>
I did now add an alpha threshold per render layer which should make<br>
render passes work a bit better with fully transparent surfaces. Not<br>
quite what you asked for, but this had been on my To Do for a while.<br>
<a href="https://developer.blender.org/rBa41648c1dc58f" target="_blank">https://developer.blender.org/rBa41648c1dc58f</a><br>
<div class="HOEnZb"><div class="h5"><br>
Brecht.<br>
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