With the 2.10 release we asked for feedback about render passes. So far we got a lot of useful feedback, thanks for that! Since the release thread is getting a bit longish I'm moving further discussions here (but let's keep bug reports in the original release thread).
What I'm taking away from the discussion so far is:
- We haven't nailed down exactly how the beauty passes should be done. Some users commented that the specular and the reflection pass look weird. In OctaneRender a reflection means basically everything (diffuse, specular or glossy reflections). I assume users want more fine grained control in this area. The render passes we have in 2.10 allows you to composite the main render in 3 different ways:
Maybe we should go away from having 3 mutually exclusive work flows. I guess more fine grained passes allows for better control in post. Maybe something like this:
Engines like V-RAY allow for almost everything as a separate pass but if we would do something like that we would lose some performance. We're looking for a set of passes that covers most cases but doesn't kill our speed. So putting down your list of 50 must have render passes wouldn't help us anything.
Are you guys using the raw and filter (or colour) combinations to for example give reflections or refractions a different colour in post?
- There's need for a motion vector pass to do motion blur in post.
- Improved object mask by assigning a pre-configured alpha value to an object (e.g. via the the object layer map). I'm still a bit confused to what I'm exactly looking at in the daisy and bottle example (BorisGoreta or FrankPooleFloating, could you annotate the pictures a bit for me?) What adds more to the confusion is having an improved matte since this is something we configure on a material, not on an object. There was also talk of having configurable colour masks I assume that would be an alternative solution to this problem?
Is it something like this you want as output?
- Support for OpenEXR deep data as described here. This requires more investigation so that's something we'll work on after we finished all the render passes stuff.
- Lighting layers, this was already on our road map (not necessarily for 2.1x) but it seems that there's more interest in deep data compositing so we might do deep data first in favour of this one.
- A pass is needed to capture shadows.
Any comments are welcome.