[Bf-vfx] Lens workflow diagram in Blender
francoistarlier at gmail.com
Wed Oct 5 11:42:58 CEST 2011
I agree with that, but since some people really requested it.
And to be honest, I don't think it will request some specific dev. Its just
renderer which can support it or not via shader or other. For Cycles, when
day comes of shader being writting by anybody out there, then I guess
someone we'll write the shader for this.
At least I wanted to clarify this, so people do not try to tweak the Red &
Yellow to fit the Grey in. While Red & Yellow can kind of work together,
Gray is not !
And even though the Red one is suited for Blender, if you have rendering and
storage capacity I would keep going with the Gold one as much as possible.
For a project like Mango, where matte painter for instance are going to use
external app like gimp or mypaint, they will need flattern plate (so gold
pipe is on), if you use Red pipe at the same time, you might get both pipe
out of sync :/. And proxy which are local to a computer, which cannot be
version afaik... yeah bad for buisness :)
So IMO, gold is the safest and more flexible one, but also takes more space
and rendering time consuming (which shouldn't be that long anyway)
2011/10/4 Matt Ebb <matt at mke3.net>
> On Wed, Oct 5, 2011 at 7:55 AM, François T. <francoistarlier at gmail.com>wrote:
>> Gray flow :
>> it could be use when you are not planning on doing much compositing at the
>> end or very thigh schedules :p.
>> I guess this would use some sort of Lens Shader in the render engine
>> (pretty much like did LaMaison porting 3DEqualizer lens model to MentalRay
>> for XSI http://www.alamaison.fr/3d/lmWarpDistort/lmWarpDistort.htm)
> Honestly, I wouldn't even bother talking about this case. Lens distortion
> should be done in comp - coding resources will be better spent on
> implementing reliable overscan rendering with proper implementation of
> separated display windows/data windows throughout the pipeline.
> Bf-vfx mailing list
> Bf-vfx at blender.org
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