[Bf-committers] Hi, Blender developers

Cezary Kopias cezary.kopias at gmail.com
Wed Nov 4 09:04:24 CET 2015


the video is working did not catch the space in address

On 4 November 2015 at 08:56, Cezary Kopias <cezary.kopias at gmail.com> wrote:

> Hi.
> As a fellow blender user I can say:
>
> "3. More detailed render pass options"
> Its a bit of overkill but when i need this functionality i
> use separate scenes with linked objects and mix with blender internal to
> get specific passes in compositor.
>
> "6. Material editor"
> For some time now I use this trick with pinned panel:
> http://cezary.kopias.pl/material-lib.mp4
>
> "8. Multi objects controls"
> Select objects and just hold alt while changing cycles visibility check
> boxes to apply for all objects.
>
> P.S. The video link don't work.
>
>
> On 27 October 2015 at 09:32, jinseok park <jinseok.park at effettidigitali.it
> > wrote:
>
>> Hi, Developers!
>>
>>
>> I'm Jinseok Park, responsible in 3d department of EDI visual FX Milan,
>> Italy.
>> I have been this year's Blender conference, and it was exciting
>> experience for me.
>> I would like to thank so much for developers and Blender foundation for
>> your fantastic software.
>>
>>
>> In these one and half years, we tested Blender as a main and generic 3d
>> software in our pipeline.
>> We also use other software, like Maya for generic use and Houdini for FX.
>> And we have nuke in compositing pipeline.
>> As we are a small-medium sized VFX studio, we didn't want make too
>> complicated and expensive pipeline like big studios.
>> So we decided to test Blender, because we noticed that Blender makes
>> fantastic results and have so many interesting features.
>>
>>
>> And here is our one and half year's result:
>>
>>
>> Blender reel
>> https://www.effettidigitali. it/video/2015_reel_blender_ amsterdam.mp4
>>
>> All 3d stuffs are rendered in Blender(cycles) and some 3d stuffs are
>> entirely done in Blender.
>>
>>
>>
>> and our Generic reel is here.
>> http://www.effettidigitali.it/ cms/204-elenco-showreel/1637-
>> showreel-2015
>>
>>
>>
>> In our test, Blender was as nice as other expensive commercial software
>> and I think Blender could be a strong competitor in professional use in
>> visual FX industry with some improvements.
>>
>> In some reasons I couldn't be in Blender Developers Q&A in Sunday, I
>> would like to leave you some issues that we meet in our productions using
>> Blender.
>> Maybe our feedback could help you to understand the needs from visual fx
>> industry.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> 1. Alembic!
>>
>> Alembic support is our number 1 priority feature for us, because we need
>> to communicate other 3d and compositing software like houdini, maya and
>> nuke in our pipeline.
>> I think Alembic is the best format to exchange data between 3d or 2d
>> software because it is very stable, light and compatible. and it is
>> opensource too!
>> And I really wanted you to ask when can we have official alembic support.
>> Can you reply us?
>>
>>
>> 2. Improvements import/export functions
>> There are some bugs importing and exporting formats. for examples, when
>> import fbx with camera animation from nuke, the animation starts from frame
>> 2 not 1.
>>
>>
>> 3. More detailed render pass options
>>
>> Actually it is only on and off. If we have more options will be better.
>> More controls Ambient occlusion, anti-aliasing on and off for object and
>> material id ecc....
>>
>>
>> 4. Override everything based on render layer
>> It is fantastic Maya's function, override every parameters based on
>> render layer. for example, material override specific object, render
>> sampling override ecc..
>>
>>
>> 5. Outliner improvement
>> Outliner is a little bit uncomfortable to manage objects. selection,
>> deleting, grouping is not so much intuitive.
>>
>>
>> 6. Material editor
>> Overlooking all materials in a specific window will be better to manage
>> materials.
>>
>>
>> 7. Light linking features in Cycles.
>> Will be fantastic for lighting.
>>
>>
>> 8. Multi objects controls
>> In Blender it is not to easy controlling massive objects for detailed
>> options, for examples controlling ray visibility for tons of objects was
>> impossible for us(maybe it is).
>> Maya have spread sheet of almost all parameters for all selected object.
>> if Blender have that kind of window, will be nice.
>>
>>
>>
>>
>> In any way, Blender was very nice tool for our purpose, and we would like
>> to continue work with it.
>>
>>
>> So, many thanks again to developers and foundation, and I really want to
>> see new blender 2.8 as soon as possible ;)
>>
>>
>> Bye!
>>
>>
>>
>>
>> Jinseok Park
>>
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>
>


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