[Bf-committers] Is there a plan for custom Passes/AOV rendering?

lukas.stockner at freenet.de lukas.stockner at freenet.de
Wed Aug 17 10:57:08 CEST 2016

for lots of ID masks, you might be interested in https://developer.blender.org/D2106, which basically allows to create masks for any ID from the compositor, even with weights to account for DoF/transparency.
In general, adding custom render passes is currently not possible due to a lot of limitations in the renderpass system - every pass is a bit in a 32bit mask amd has a hardcoded name etc.Replacing this with a more flexible system that allows custom render passes, render passes for external renderers etc. is something that I'd like to for Blender 2.8 - I'll write a proposal as soon as I'm done with the denoising project.
------ Originalnachricht------Von: Thomas Volkmann Datum: Mi., 17. Aug. 2016 10:42An: bf-blender developers;Cc: Betreff:[Bf-committers] Is there a plan for custom Passes/AOV rendering?
Hi, I need to create a couple of RGB masks. At the moment I create a new renderlayerwith an override rgb material (Obj-ID decides if R,G,B, or black). Since I havea couple of objects, I end up with a lot of renderlayers, which makes therendering process longer. In Vray there is the multimatte-element channel thatyou can use for that and in Arnold you can freely setup your aovs (passes,channels, whatever it is called in different software).Also my scene is quite heavy so it takes a long while to load the scene over andover again for each renderlayer, while with custom aovs the scene would justload once and do the sampling just once. Basically this could easily save me 40%of the rendertime right now. R5155| Fra:1141 Mem:2223.97M (0.00M, Peak 9056.63M) | Time:01:42:22.38 |Compositing | De-initializing executionR5156| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\Main.1141.exrR5157| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\AO.1141.exrR5158| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\ObID.1141.exrR5159| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\Mist.1141.exrR5160| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\Paint.1141.exrR5161| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\Texture.1141.exrR5162| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\Depth.1141.exrR5163| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\MME01.1141.exrR5164| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\MME02.1141.exrR5165| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\MME03.1141.exrR5166| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\MME04.1141.exrR5167| Saved:\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\MME05.1141.exrR5168| Fra:1141 Mem:1844.28M (0.00M, Peak 9056.63M) | Time:01:42:28.08 | Sce:Scene Ve:0 Fa:0 La:0R5169| Saved:'\\ifs\fs\projects\our_cool_project\_render\3D\ep02\sc06_sh0070\v002\ep02_sc06_sh0070.1141.exr'R5170| Time: 01:42:30.73 (Saving: 00:02.64)While it is quite cool to use Blender in production, this is a big bummer. Andthat I have to funnel all renderlayers through the compositor without being ableto submit just a single renderlayer to the renderfarm is actually a showstopperand I am glad that I'm doing it only for one shot right now.I've been complaining about this for a long time now and wrote this to the 2.8proposals page https://wiki.blender.org/index.php/User:Knekke/renderoutput , butit was rejected.I really really hope this gets some love in 2.8 with a new renderlayer system. And please add real support for UNC paths. You can trick Blender in accepting aUNC location as output path, but it is annoying really.  All the best,Thomas_______________________________________________Bf-committers mailing listBf-committers at blender.orghttps://lists.blender.org/mailman/listinfo/bf-committers

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