[Bf-committers] Re: render passes & workflow

Ton Roosendaal ton at blender.org
Thu Dec 7 16:06:12 CET 2006


Hi,

I'd suggest to read my logs:
http://www.blender3d.org/cms/Render_Passes.829.0.html

It even has images! But also read the text, like in bottom "todo".

-Ton-

On 7 Dec, 2006, at 15:48, trip somewhere wrote:

> 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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------------------------------------------------------------------------ 
--
Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



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