[Bf-cycles] Bf-cycles Digest, Vol 34, Issue 3

lsscpp lsscpp at gmail.com
Wed Feb 19 19:59:30 CET 2014


Hi,
speaking of materials override, I also have my little request: wouldn't it
be cool if in material settings, along with "viewport color", "pass index",
etc... there was also a "don't override" material checkbox? This would be
cool for fast previews (Ambient occlusion) that could also have some
material not overrided, like glasses or mirrors for example. It would be
really useful for archiviz workflow
Thanks for reading this

2014-02-07 12:00 GMT+01:00 <bf-cycles-request at blender.org>:

> Send Bf-cycles mailing list submissions to
>         bf-cycles at blender.org
>
> To subscribe or unsubscribe via the World Wide Web, visit
>         http://lists.blender.org/mailman/listinfo/bf-cycles
> or, via email, send a message with subject or body 'help' to
>         bf-cycles-request at blender.org
>
> You can reach the person managing the list at
>         bf-cycles-owner at blender.org
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of Bf-cycles digest..."
>
> Today's Topics:
>
>    1. Re: Optimization project (Brecht Van Lommel)
>    2. Re: Optimization project (David Fenner)
>
>
> ---------- Messaggio inoltrato ----------
> From: Brecht Van Lommel <brechtvanlommel at pandora.be>
> To: bf-cycles at blender.org
> Cc:
> Date: Thu, 6 Feb 2014 15:35:50 +0100
> Subject: Re: [Bf-cycles] Optimization project
> On Wed, Feb 5, 2014 at 10:12 PM, David Fenner <d4vidfenner at gmail.com>
> wrote:
> > The thing about transparency counted on material override is that, for
> > example, you wan't to make a custom light moving around the scene but
> only
> > to be composed later. You could make all a grey shader for the render
> layer
> > to render fast, but if you use leaves or any transparent surface (or in
> the
> > future displacement) you get wrong results and the little planes would
> start
> > to appear in the render, instead of leaves. If displacement is
> implemented,
> > the surfaces would also have wrong shape. So render layer override taking
> > into account original shader displacement and transparency (only if its
> > full, no need for partial transparency) would be ideal for custom render
> > passes, rim lights, animated lights, gunfire lights, you name it. I know
> > this maybe isn't about technical/code optimizations, but the ability to
> do
> > this could make render custom passes way faster, so it does optimize the
> > lighting workflow.
> > Currently, lighting or texturing in any compositor is also impossible
> > because normal and uv pass don't take transparency into account,
> therefore
> > in the same leave example you end up lighting planes instead of leaves.
> So
> > it isn't possible with a custom render layer in 3D and it's also
> impossible
> > with fake compositor lights based on normal / z / uv pass.
>
> Ok, I see what you're getting at, I was thinking too much of partial
> transparency, with binary transparency it's easier to do things in
> compositing. Making it possible to do lighting and texturing in the
> compositor is not something I've tried to optimize. We can do a lot
> better here, it's not really a workflow I've considered a priority.
>
> Making override materials more flexible in what they affect would be
> useful. There's also some other possibilities like giving access to
> the current render layer in shader nodes, so you could do this kind of
> thing in nodes setups, although that's not as convenient always. I'll
> think about this more, but don't really consider it as something to
> tackle as part of this performance project, just general features that
> can be added at some point.
>
> I did now add an alpha threshold per render layer which should make
> render passes work a bit better with fully transparent surfaces. Not
> quite what you asked for, but this had been on my To Do for a while.
> https://developer.blender.org/rBa41648c1dc58f
>
> Brecht.
>
>
>
> ---------- Messaggio inoltrato ----------
> From: David Fenner <d4vidfenner at gmail.com>
> To: bf-cycles at blender.org
> Cc:
> Date: Thu, 6 Feb 2014 14:33:18 -0300
> Subject: Re: [Bf-cycles] Optimization project
>
>
>
> *I did now add an alpha threshold per render layer which should make
> render passes work a bit better with fully transparent surfaces. Not quite
> what you asked for, but this had been on my To Do for a while.
> https://developer.blender.org/rBa41648c1dc58f
> <https://developer.blender.org/rBa41648c1dc58f>*
> Well this does solve a lot of shortcomings. Thanks.
>
>
> 2014-02-06 Brecht Van Lommel <brechtvanlommel at pandora.be>:
>
>> On Wed, Feb 5, 2014 at 10:12 PM, David Fenner <d4vidfenner at gmail.com>
>> wrote:
>> > The thing about transparency counted on material override is that, for
>> > example, you wan't to make a custom light moving around the scene but
>> only
>> > to be composed later. You could make all a grey shader for the render
>> layer
>> > to render fast, but if you use leaves or any transparent surface (or in
>> the
>> > future displacement) you get wrong results and the little planes would
>> start
>> > to appear in the render, instead of leaves. If displacement is
>> implemented,
>> > the surfaces would also have wrong shape. So render layer override
>> taking
>> > into account original shader displacement and transparency (only if its
>> > full, no need for partial transparency) would be ideal for custom render
>> > passes, rim lights, animated lights, gunfire lights, you name it. I know
>> > this maybe isn't about technical/code optimizations, but the ability to
>> do
>> > this could make render custom passes way faster, so it does optimize the
>> > lighting workflow.
>> > Currently, lighting or texturing in any compositor is also impossible
>> > because normal and uv pass don't take transparency into account,
>> therefore
>> > in the same leave example you end up lighting planes instead of leaves.
>> So
>> > it isn't possible with a custom render layer in 3D and it's also
>> impossible
>> > with fake compositor lights based on normal / z / uv pass.
>>
>> Ok, I see what you're getting at, I was thinking too much of partial
>> transparency, with binary transparency it's easier to do things in
>> compositing. Making it possible to do lighting and texturing in the
>> compositor is not something I've tried to optimize. We can do a lot
>> better here, it's not really a workflow I've considered a priority.
>>
>> Making override materials more flexible in what they affect would be
>> useful. There's also some other possibilities like giving access to
>> the current render layer in shader nodes, so you could do this kind of
>> thing in nodes setups, although that's not as convenient always. I'll
>> think about this more, but don't really consider it as something to
>> tackle as part of this performance project, just general features that
>> can be added at some point.
>>
>> I did now add an alpha threshold per render layer which should make
>> render passes work a bit better with fully transparent surfaces. Not
>> quite what you asked for, but this had been on my To Do for a while.
>> https://developer.blender.org/rBa41648c1dc58f
>>
>> Brecht.
>> _______________________________________________
>> Bf-cycles mailing list
>> Bf-cycles at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-cycles
>>
>
>
> _______________________________________________
> Bf-cycles mailing list
> Bf-cycles at blender.org
> http://lists.blender.org/mailman/listinfo/bf-cycles
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-cycles/attachments/20140219/4fb1e313/attachment.htm 


More information about the Bf-cycles mailing list