Hi,
Is it possible to implement sucha a feature like in last Corona Renderer release?
It is called "Interactive LightMix" and it gives you possibility to manipulate the lights after rendering. It is very useful and thanks of that you can save a lot of time.
Here is the link to see what I mean: https://corona-renderer.com/blog/corona ... -released/
https://www.youtube.com/watch?v=LOGwsa6M7rI
Jan
Interactive LightMix
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- itsallgoode9
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we've asked about that before, but so far the stance from OTOY (unless things have changed) was that you can do the same thing if you render out light layers and adjust in Photoshop, so there is no need for a standalone module for this.
Maxwell render has had this same thing for a few years now and in recent updates have even created a version where you don't need to own Maxwell to do these light adjustments...so in theory, you could have a client tweaking lighting setups to his liking, even if he/she doesn't own Maxwell.
Personally, I think it is a VERY useful feature to have a standalone module like Corona and Maxwell to do this, compared to setting everything up in Photoshop and making the adjustments that way. I hope one day OTOY will change their minds on the usefulness of this feature.
Maxwell render has had this same thing for a few years now and in recent updates have even created a version where you don't need to own Maxwell to do these light adjustments...so in theory, you could have a client tweaking lighting setups to his liking, even if he/she doesn't own Maxwell.
Personally, I think it is a VERY useful feature to have a standalone module like Corona and Maxwell to do this, compared to setting everything up in Photoshop and making the adjustments that way. I hope one day OTOY will change their minds on the usefulness of this feature.
ORBX Media Player is already mixing lighting layers (live) on the Gear VR, and once we finalize the compositing JSON, this will be really simple. OMP is coming to PC via the ORBX tray app (install.otoy.com) which is also how we plan to deploy Octane Imager modules (with more powerful compositing tools extending live Octane viewport).itsallgoode9 wrote:we've asked about that before, but so far the stance from OTOY (unless things have changed) was that you can do the same thing if you render out light layers and adjust in Photoshop, so there is no need for a standalone module for this.
Maxwell render has had this same thing for a few years now and in recent updates have even created a version where you don't need to own Maxwell to do these light adjustments...so in theory, you could have a client tweaking lighting setups to his liking, even if he/she doesn't own Maxwell.
Personally, I think it is a VERY useful feature to have a standalone module like Corona and Maxwell to do this, compared to setting everything up in Photoshop and making the adjustments that way. I hope one day OTOY will change their minds on the usefulness of this feature.
- itsallgoode9
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that's really great to hear Goldorak!
- rodrigotrovao
- Posts: 133
- Joined: Thu Mar 22, 2012 4:27 pm
- Location: Brazil
wonderful. Counting minutes.
If a lightmixer is implemented (including for 3dsmax and other plugins) one feature that would be good would be to be able to increase samples on different passes interactively, either by bumping up that passes lights samples or number of render samples for that pass. As sometimes passes with small lights just take forever to clean up.
You sort of have that with sampling frequency value in the emission properties, but I think anything we are talking about doing 'post render' can take a different approach. With the render job graph node, you can actually set up multiple render targets for each light pass, vs using lighting passes (possibly with a script node to filter out lights in the scene per RT) and assign different kernel settings per output this way (possibly even different kernels). This would allow you to do more than 8 lighting layers, and for each lighting group RT get explicit beauty passes for just those lights vs. the global system.3dgeeks wrote:If a lightmixer is implemented (including for 3dsmax and other plugins) one feature that would be good would be to be able to increase samples on different passes interactively, either by bumping up that passes lights samples or number of render samples for that pass. As sometimes passes with small lights just take forever to clean up.
The idea of a light mixer really belongs in the post processing system, which itself should not be limited to one RT (even with Renderpasses). The goal of the render job node is to offically batch RT jobs together, and start working on extensions to output the data into files or buffers that future imager nodes/modules can use from for things like denoising, FX and post, before handing off to an export node for one or more compression/frame packing/file format outputs. One of those options will be to packaged into an ORBX media file for payback in ORBX media player, using the lua or JSON exported by the render job node (which is by default is the built in compositing/embedded JSON we have already)
- voltaire585
- Posts: 91
- Joined: Sun Jun 08, 2014 7:37 am
This sounds quite technical, will it result in a system similar to Corona when live in the Octane 3dsmax frame buffer?
- voltaire585
- Posts: 91
- Joined: Sun Jun 08, 2014 7:37 am
Goldorak, i suppose what im saying is that if you have a bunch of light passes live rendering in VFB and one of the passes was really noisy but the others were done, then a way to pause those completed passes while the noisy pass kept going, was what i was really asking for.You sort of have that with sampling frequency value in the emission properties
Anyhow its all speculation as we havent seen the first hint of Octane offering any Mixer at all.