2.25 bugs / needed features
Posted: Fri Apr 15, 2016 4:52 pm
We haven't messed around with 3.0, but I wanted to bring some things up before everything gets lost with the official launch of 3.0. If any of these have been addressed already, let me know.
1. After running a batch script, you cannot do anything in the scene without reloading it. If you click on a render target, nothing happens. Restarting the render also does nothing.
2. We still get a random crash when saving an image (we save to a network drive, I don't know if that is important). We haven't seen anything consistent before it happens and it happens all 4 different computers that have different hardware.
3. In Clay mode, is there a way to have light come through glass?
4. Similar tot he above, but if we do an AO pass, it makes glass picture frames black. Is there a way to ignore glass?
5. If you go to File -> Save As Default, would it be possible to add a confirmation dialogue box? It's embarrassing how often we hit that when we want to save and end up replacing our default with a complex scene.
6. For shadow passes, it currently cuts out the object. This can create some problems when compositing because it has a small gap between the object and the shadow (this is more noticeable on lower res images). I attached an image that shows my work around. I separate the object and the floor into 2 objs and turn the camera visibility off on the chair. This way, when I place the object on top of my shadow pass in Photoshop, it works perfectly. This works but it creates more setup and you need to render twice (the chair is no longer visible on the beauty pass). I understand that the current way is how you would want it in some (maybe most) instances, but is it possible to add a checkbox to create it like my attached image?
7. Cleaner nodes. It would be great if there was a connection node.
Essentially, If I have 40 render targets with different objs and all of them have the same material, I want to be able to change the material once and have it change it for everything. Currently the way to do it has a connection line from one macro to everything and it gets messy (and sometimes hard to select things because lines are covering it). It would be great if there was something similar to the input/output nodes for macros that allowed you to plug an input in and assign an ID to it, then plug your material into a node with a corresponding ID and have them connected without at line to each. This would make my scenes SOO much cleaner (especially when I connect kernels, cameras etc to several nodes so I can change them all at once). I attached an image of a scene that isnt that bad, but could really benifit from this feature.
1. After running a batch script, you cannot do anything in the scene without reloading it. If you click on a render target, nothing happens. Restarting the render also does nothing.
2. We still get a random crash when saving an image (we save to a network drive, I don't know if that is important). We haven't seen anything consistent before it happens and it happens all 4 different computers that have different hardware.
3. In Clay mode, is there a way to have light come through glass?
4. Similar tot he above, but if we do an AO pass, it makes glass picture frames black. Is there a way to ignore glass?
5. If you go to File -> Save As Default, would it be possible to add a confirmation dialogue box? It's embarrassing how often we hit that when we want to save and end up replacing our default with a complex scene.
6. For shadow passes, it currently cuts out the object. This can create some problems when compositing because it has a small gap between the object and the shadow (this is more noticeable on lower res images). I attached an image that shows my work around. I separate the object and the floor into 2 objs and turn the camera visibility off on the chair. This way, when I place the object on top of my shadow pass in Photoshop, it works perfectly. This works but it creates more setup and you need to render twice (the chair is no longer visible on the beauty pass). I understand that the current way is how you would want it in some (maybe most) instances, but is it possible to add a checkbox to create it like my attached image?
7. Cleaner nodes. It would be great if there was a connection node.
Essentially, If I have 40 render targets with different objs and all of them have the same material, I want to be able to change the material once and have it change it for everything. Currently the way to do it has a connection line from one macro to everything and it gets messy (and sometimes hard to select things because lines are covering it). It would be great if there was something similar to the input/output nodes for macros that allowed you to plug an input in and assign an ID to it, then plug your material into a node with a corresponding ID and have them connected without at line to each. This would make my scenes SOO much cleaner (especially when I connect kernels, cameras etc to several nodes so I can change them all at once). I attached an image of a scene that isnt that bad, but could really benifit from this feature.