gabrielefx wrote:thank you.
Not tested yet because because I'm finishing a work with 2.21.
Yesterday I watched a video demo regarding Octane for Nuke.
The guy switched between all the passes through a menu and all of them were renderized all together.
I need this feature implemented.
thanks
What you mean "rendered all together"? If you mean in the Octane viewport - I don't think it's a good idea. As the purpose of the live-preview - is speed, it should render and refresh as quickly as possible. In this case - the more "hidden" passes it will render and store in background, the slower this live-preview will work. I even think about disabling the rendering of all chosen render-elements in live-preview mode, only render them in the final-rendering mode. As usually the user just does not delete all the chosen render-elements before starting the Octane viewport - but all these elements are rendered in the background if the "beauty" pass is chosen in Octane viewport. Moreover, they all are rendered in HDR mode, so despite the fact the live-preview does not need HDR data to show it in the window, a lot of resources is spent to translate this HDR to LDR during refresh of every frame (this is made just to be able to "export" this data later into Max framebuffer, instead of using the proper final-render mode for that)... So, if the user wants to only watch the quickly refreshed beauty pass in live-mode - they anyway spend additional resources to render all the chosen render-elements in background in HDR mode...
But if you mean the final-render mode - then I agree, all the chosen passes should be rendered in final-render mode in one go. Is it not the case at the time? If not, I can have a look at this mehanizm and improve it...
I just think it should be more consistent - the live-preview mode should be as quick as possible, rendering one fast lightweight image of chosen pass. And the final-render should render all the heavy passes in one go...