[Bf-committers] Re: render passes & workflow

Johnny Matthews johnny.matthews at gmail.com
Thu Dec 7 14:42:49 CET 2006


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
> >
> >
> >
> >
> > _______________________________________________
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> > 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
>
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>


-- 
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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