Render passes – current status?

Forums: Render passes – current status?
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Render passes – current status?

Postby J.C » Tue Nov 07, 2017 9:54 am

J.C Tue Nov 07, 2017 9:54 am
Hi,

Can somebody answer why Render passes are still not fully operational?

- Some are still missing compared to Standalone.
- Some are limited to Subtype. Why I can't choose all subtypes?
- Black Shadow pass, object index and material index are sill not working in final render.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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Re: Render passes – current status?

Postby DrawFun » Tue Nov 07, 2017 9:07 pm

DrawFun Tue Nov 07, 2017 9:07 pm
Hi J.C, thanks for your report.
I have been looking into this issue recently. As blender(same in 2.79) supports up to 32 render passes, there is no room for extra octane passes. And we cannot simply reuse the 32 passes as we need more than 32(that is why we need "subtype" now). Therefore, a refactoring of blender render pass system is required in order to support all the extra passes. It could demand more effort so it will not be included in the coming version, which is under internal tests already.
We will give priority to this feature and try to bring it in the minor version after the coming release.
Thanks.
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Re: Render passes – current status?

Postby J.C » Wed Nov 08, 2017 12:25 am

J.C Wed Nov 08, 2017 12:25 am
Hi DrawFun, thanks for an answer.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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Re: Render passes – current status?

Postby kaskudo » Tue Nov 28, 2017 1:32 pm

kaskudo Tue Nov 28, 2017 1:32 pm
Good news, thanks.
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