Here is a link to the example of an object alpha masks.
http://render.otoy.com/forum/viewtopic.php?f=78&t=39839&start=10#p184231
BorisGoreta wrote:Here is a link to the example of an object alpha masks.
http://render.otoy.com/forum/viewtopic.php?f=78&t=39839&start=10#p184231
geo_n wrote:Can we have better compression of the exr?
Rle, piz, zip, etc. I think we have uncompressed only right now.
The size of exr is 3 times bigger than what it should be.
Also with the lw plugin the beauty pass is not embedded in the multilyr exr. Is this the same with the standalone? It would be great if the beauty pass is also embedded.
stratified wrote:Yes, we'll add those extra compression modes. Regarding lw, I think that should be fixed in lw. Standalone exports the beauty pass.
immortalartscom wrote:other big thing is reflection pass. why are diffuse objects also in it? specular is OK i think. but in reflectionpass there is also diffuse information?
Jozvex wrote:immortalartscom wrote:other big thing is reflection pass. why are diffuse objects also in it? specular is OK i think. but in reflectionpass there is also diffuse information?
The trouble starts with terminology. Traditionally in CG there have been 'diffuse' and 'reflection' as separate properties because one meant 100% diffuse and one meant 100% mirror reflection. In reality it is all reflection, with different levels of diffusion. So this reflection pass is correct in that it displays all the light that has been reflected off a surface. It becomes very hard to draw the line between what appears in a 'reflection pass' if you don't include diffuse shaders. What about a 2% glossy reflection? 10%?
The 'specular pass' seems to be a bit unlike the others, it seems to just return the full beauty result of anything with a 'specular material' applied to it.
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