[Bf-committers] Re: Re: render passes & workflow

GSR gsr.b3d at infernal-iceberg.com
Thu Dec 7 06:17:11 CET 2006


Hi,
matt at mke3.net (2006-12-07 at 1453.26 +1100):
> Sure, and that's not what the Object ID channel is best used for. If  
> you want to operate on a number of objects together, use a render  
> layer, it's much more suited to the task. Object ID channels are best  
> for isolating individual things that you see later after rendering  
> and would like to make quick small adjustments to, on an individual  
> basis.

The user can have ten objects that require such tweak, if he planned
IDs ahead, he saves time. Otherwise nothing changes compared to fully
random colour, he can do a big node network or wait for new render
layer to be computed. The comments were just an improvement on top of
your idea, increasing flexibility and user control, allowing changes
from single object to all objects in the frame (and enabling per
object variations by being the base for DupliMats concept, which was
there in global terms but required a reliable ID system).

It just changes random fixed colour to random colour on create that is
modifiable later (with some details about how it could be done in the
code). A small change, that you do not have to use if do not want,
providing big wins down the road.

GSR
 


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