[Bf-committers] Re: render passes & workflow

trip somewhere trip0o at gmail.com
Thu Dec 7 16:28:59 CET 2006


Oooo more to read ! :D just updated cvs testing now.

On 12/7/06, Ton Roosendaal <ton at blender.org> wrote:
> 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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> >> http://projects.blender.org/mailman/listinfo/bf-committers
> >>
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> >
> >
> >
> ------------------------------------------------------------------------
> --
> Ton Roosendaal  Blender Foundation ton at blender.org
> http://www.blender.org
>
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