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Re: some questin about future
Posted: Thu May 06, 2010 12:51 pm
by redmotion
Don't think there are pathtracers out there with render passes support
I think you're right - a full channels/passes system almost defeats the object of using pathtracing. I don't expect the passes/channel feature to be available for it. Direct lighting, yes - pathtracing not so much.
Implementing Alpha mattes would be nice though, where you can just render out a white on black pass for individual materials in the scene. This would give compositors some better control for isolation masks and colour correction.
Re: some questin about future
Posted: Thu May 06, 2010 5:14 pm
by DavidT
redmotion wrote:
Implementing Alpha mattes would be nice though, where you can just render out a white on black pass for individual materials in the scene. This would give compositors some better control for isolation masks and colour correction.
I'm not very knowledgeable about compositing render passes, but with the new script feature that can allow camera information to be exported from the 3D application into Octane, couldn't you do an alpha pass from the 3D program's internal renderer and combine it with the render from Octane? The only problem I could see with it not matching up is maybe in anti-aliasing being different from the two renderers. I'm curious if this sounds like a plausible solution. I was thinking a z-depth pass would work with this technique.
Re: some questin about future
Posted: Thu May 06, 2010 5:17 pm
by radiance
DavidT wrote:redmotion wrote:
Implementing Alpha mattes would be nice though, where you can just render out a white on black pass for individual materials in the scene. This would give compositors some better control for isolation masks and colour correction.
I'm not very knowledgeable about compositing render passes, but with the new script feature that can allow camera information to be exported from the 3D application into Octane, couldn't you do an alpha pass from the 3D program's internal renderer and combine it with the render from Octane? The only problem I could see with it not matching up is maybe in anti-aliasing being different from the two renderers. I'm curious if this sounds like a plausible solution. I was thinking a z-depth pass would work with this technique.
alpha is scheduled for 2.3, a z-depth could be added for beta3.
those 2 are what we'd like to work on first, all the other kinds of passes present a lot of difficulties.
Radiance
Re: some questin about future
Posted: Fri May 07, 2010 9:14 am
by Chris
radiance wrote:DavidT wrote:redmotion wrote:
Implementing Alpha mattes would be nice though, where you can just render out a white on black pass for individual materials in the scene. This would give compositors some better control for isolation masks and colour correction.
I'm not very knowledgeable about compositing render passes, but with the new script feature that can allow camera information to be exported from the 3D application into Octane, couldn't you do an alpha pass from the 3D program's internal renderer and combine it with the render from Octane? The only problem I could see with it not matching up is maybe in anti-aliasing being different from the two renderers. I'm curious if this sounds like a plausible solution. I was thinking a z-depth pass would work with this technique.
alpha is scheduled for 2.3, a z-depth could be added for beta3.
those 2 are what we'd like to work on first, all the other kinds of passes present a lot of difficulties.
Radiance
Those 2 are the most important anyways
