Release 2.23.2.22

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Release 2.23.2.22

Postby face_off » Wed Jul 08, 2015 1:50 am

face_off Wed Jul 08, 2015 1:50 am
Video showing the features of the next release (available in about 1 weeks time).

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Re: Release 2.23.2.22

Postby Leobartz » Wed Jul 08, 2015 1:53 am

Leobartz Wed Jul 08, 2015 1:53 am
Hi face_off, the video is not working.
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Re: Release 2.23.2.22

Postby face_off » Wed Jul 08, 2015 9:42 am

face_off Wed Jul 08, 2015 9:42 am
Fixed now - sorry about that!

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Re: Release 2.23.2.22

Postby Jolbertoquini » Tue Sep 29, 2015 8:29 am

Jolbertoquini Tue Sep 29, 2015 8:29 am
Hi Guys,

Just a quick question I have made a script for nuke to work with ID, In my old workflow I was using mentalray and I generate a ID pass and Coverage Pass and this script was create a alpha.
Now at my new workflow with Octane the ID is quite hard to make work because of the aliasing and before with the coverage pass was help me to create that aliasing info now I'm stuck I can get the alpha but without aliasing please have a look at the attach example of the mentalray renders with ID (no aliasing) and coverage pass (aliasing information).

with this two I can separate the color value and multiply with coverage to get a clean alpha.

Cheers
JO
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coverage.jpg
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Re: Release 2.23.2.22

Postby face_off » Tue Sep 29, 2015 9:05 am

face_off Tue Sep 29, 2015 9:05 am
I will need to refer this to Stratified/Thomas. However, in the meantime, try enabling/disabled Imager->Premultiplied Alpha.

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Re: Release 2.23.2.22

Postby stratified » Tue Sep 29, 2015 7:55 pm

stratified Tue Sep 29, 2015 7:55 pm
Jolbertoquini wrote:Hi Guys,

Just a quick question I have made a script for nuke to work with ID, In my old workflow I was using mentalray and I generate a ID pass and Coverage Pass and this script was create a alpha.
Now at my new workflow with Octane the ID is quite hard to make work because of the aliasing and before with the coverage pass was help me to create that aliasing info now I'm stuck I can get the alpha but without aliasing please have a look at the attach example of the mentalray renders with ID (no aliasing) and coverage pass (aliasing information).

with this two I can separate the color value and multiply with coverage to get a clean alpha.

Cheers
JO


Hi,

Octane is a ray tracer and traces multiple rays per pixel, as a consequence, all edges will be anti-aliased. You can make the edges sharper by decreasing the filter size in the kernel node but you will still have smooth edges. If you take less samples per pixel, you will only get jagged edges and it will look weird.

I don't understand what you are trying to do. The picture on the right doesn't look like an alpha mask to me. It has the outlines of each objects but how would you use this? You can render proper alpha masks of each individual object via the render layers. Or you can use the render layers to render each isolated object and you don't need an alpha mask.

cheers,
Thomas
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Re: Release 2.23.2.22

Postby Jolbertoquini » Thu Oct 01, 2015 10:29 am

Jolbertoquini Thu Oct 01, 2015 10:29 am
stratified wrote:
Jolbertoquini wrote:Hi Guys,

Just a quick question I have made a script for nuke to work with ID, In my old workflow I was using mentalray and I generate a ID pass and Coverage Pass and this script was create a alpha.
Now at my new workflow with Octane the ID is quite hard to make work because of the aliasing and before with the coverage pass was help me to create that aliasing info now I'm stuck I can get the alpha but without aliasing please have a look at the attach example of the mentalray renders with ID (no aliasing) and coverage pass (aliasing information).

with this two I can separate the color value and multiply with coverage to get a clean alpha.

Cheers
JO


Hi,

Octane is a ray tracer and traces multiple rays per pixel, as a consequence, all edges will be anti-aliased. You can make the edges sharper by decreasing the filter size in the kernel node but you will still have smooth edges. If you take less samples per pixel, you will only get jagged edges and it will look weird.

I don't understand what you are trying to do. The picture on the right doesn't look like an alpha mask to me. It has the outlines of each objects but how would you use this? You can render proper alpha masks of each individual object via the render layers. Or you can use the render layers to render each isolated object and you don't need an alpha mask.

cheers,
Thomas


Hi Thomas,

just post some explanation over this post https://render.otoy.com/forum/viewtopic.php?f=24&t=50487&p=251094#p251094 I didn't manage to get a video with my nuke script to show how is work for ID selection and convert to alpha... I s a script I select the color value and convert the ID select into a only alpha.
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https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
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