I add my request for the shadow catcher and the whole set of features for comping animation (layers rendering, background exclusion, etc.)
Cheers
shadow matte material ? for comping
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- Barry Convex
- Posts: 15
- Joined: Tue Feb 23, 2010 7:29 pm
Win7 64 - Linux Mint 16 | Gigabyte Gtx760 4gb | Intel i7 3930k | 24gb Ram
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...
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...
http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
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.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...
Or otherwise we could offer an option to render them separately.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Well that's what I was thinkingOr otherwise we could offer an option to render them separately.

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


http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
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
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

All that could be done using groups or macrosBe able to setup Multiply lighting scenarios, nighttime, daytime for each camera and multiply environments.
Then you'll have a nice production renderer
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.
http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
No, its only a little thinking in my mind that I madeSam are you saying Octane is capable of this already ?
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

http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
me to
+1

Yes I agree get the core tools ready firstSam wrote:No, its only a little thinking in my mind that I madeSam are you saying Octane is capable of this already ?
Its not in Octane currently !
But its a possibility, thanks to the node based approach of Octane
Yes this is a great feature then you can share all these macros in the octane community.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
Would it be possible to write a script (once a pass system is intergrated ) to output the passes
in order into a PSD file ?
I have a little experience with nodes using XSI's material editor. It took time to get use toSam wrote:
You got a lot more controls with nodes, but its harder to translate to a clean user interface
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
