shadow matte material ? for comping

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Barry Convex
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I add my request for the shadow catcher and the whole set of features for comping animation (layers rendering, background exclusion, etc.)

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Sam
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Shadow catcher is in the same category than multi-pass rendering right ?

Passes could be shown as special nodes, not connected to anything ?
Or there could be checkboxes in the rendertarget node for each pass you need...
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radiance
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Sam wrote:Shadow catcher is in the same category than multi-pass rendering right ?

Passes could be shown as special nodes, not connected to anything ?
Or there could be checkboxes in the rendertarget node for each pass you need...
I hope you guys will have GPUs with 3GB+ ram as it will take a lot of VRAM to put all those extra buffers in the GPU.
Or otherwise we could offer an option to render them separately.

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Sam
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Or otherwise we could offer an option to render them separately.
Well that's what I was thinking :D
Just need a way to batch them, and make them working for animation

Frame 1 rgb then Frame 1 normals then Frame 2 rgb then Frame 2 normals etc...

But what about the UI
What if someone need normals but only for camera 2 ?

Multiple rendertarget nodes that have checkboxes + filepath for passes + multiple camera nodes ?
You always have the selected rendertarget node active in the viewport. But how do you render all the rendertarget nodes in batch ?

Or you could have a timeline, and a keyframe button on cameras, but not for POS/TAR, only for "Active, Inactive"
So you can render camera 1 from frame 1 to 250 and then switch to camera 2

Its a big puzzle when you work with nodes :) Its very powerfull but kinda hard to avoid having tons of nodes everywhere :lol:
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Javadevil
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When you get into render passes you should have a look at XSI or LPM script for 3dsmax.
Definitely need to the ability to set up separate mattes for different objects and materials.
Be able to render the pass selected instead of like 3dsmax where you have to render the beauty to get a simple matte or DOF pass.
Be able to setup Multiply lighting scenarios, nighttime, daytime for each camera and multiply environments.
Then you'll have a nice production renderer :)
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Sam
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Be able to setup Multiply lighting scenarios, nighttime, daytime for each camera and multiply environments.
Then you'll have a nice production renderer :)
All that could be done using groups or macros
You setup your daytime node tree (only light + camera + imager)
Then you create a group of it

Duplicate that group
Edit the light + camera + imager

Then you can change your geometry, and the daytime + nightime setups get updated

One way of solving what the camera need to render is to have a setting in the camera where you can choose the mesh (object) you want to render
This could be a single mesh, or a group / macros of mesh (a whole scene). By default the camera would render every mesh in the scene
Last edited by Sam on Sat Mar 20, 2010 12:39 pm, edited 1 time in total.
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Javadevil
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Sam are you saying Octane is capable of this already ? Man I have to start playing with this renderer.

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Sam
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Sam are you saying Octane is capable of this already ?
No, its only a little thinking in my mind that I made
Its not in Octane currently !
But its a possibility, thanks to the node based approach of Octane

I used NUKE and Fusion wich are node based, and Houdini also
They support macros (collapse all nodes into one, with custom input<->output)
Or groups (collapse all nodes into one, like a folder with multiple files inside)

And you can save/load groups and macros

You got a lot more controls with nodes, but its harder to translate to a clean user interface

But now Radiance is busy adding core features that Octane Render need absolutly
After that when the beta stage end, we gonna be able to think more about nodes
And maybe having documentation of the nodes API. So everyone could write custom nodes and scripts for Octane ;)
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cecofuli
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me to :) +1
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Javadevil
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Sam wrote:
Sam are you saying Octane is capable of this already ?
No, its only a little thinking in my mind that I made
Its not in Octane currently !
But its a possibility, thanks to the node based approach of Octane
Sam wrote: I used NUKE and Fusion wich are node based, and Houdini also
They support macros (collapse all nodes into one, with custom input<->output)
Or groups (collapse all nodes into one, like a folder with multiple files inside)

And you can save/load groups and macros
Yes this is a great feature then you can share all these macros in the octane community.
Would it be possible to write a script (once a pass system is intergrated ) to output the passes
in order into a PSD file ?
Sam wrote:
You got a lot more controls with nodes, but its harder to translate to a clean user interface
I have a little experience with nodes using XSI's material editor. It took time to get use to
but in the end I found I really liked it and missed when I went back to 3dsmax.

I still find the mesh node in Octane can get incredible large depending on the scene.
It would be nice to collapse that node and open it up to see lots of little nodes (all the mesh objects).
I still think there needs to be a scene explorer, a combination of both would be best.


Sam wrote: But now Radiance is busy adding core features that Octane Render need absolutly
After that when the beta stage end, we gonna be able to think more about nodes
And maybe having documentation of the nodes API. So everyone could write custom nodes and scripts for Octane ;)
Yes I agree get the core tools ready first :)
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