Which feature do you need the most?

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Which feature do you need the most?

Region Render
139
6%
Network render
84
4%
Render Passes
238
11%
Hair&Fur
286
13%
Particles
228
10%
Multilight
155
7%
Internal Texture Mapping (planar, box, spherical, cylindrical, camera and so on)
86
4%
Undo
104
5%
Volumetric: fire, smoke, clouds
369
16%
Mixing of daylight and HDRI environment
211
9%
Subdivision surfaces (OpenSubDiv)
80
4%
Multi UV channels
129
6%
Rounded edges
130
6%
 
Total votes: 2239
Rikk The Gaijin
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Goldorak wrote:
ChadCapeland wrote: We're working on something like this for he v3 camera baking system.
Baking is the feature I'm waiting the most for V3. I really need it. I can't wait.
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Goldorak
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Rikk The Gaijin wrote:
Goldorak wrote:
ChadCapeland wrote: We're working on something like this for he v3 camera baking system.
Baking is the feature I'm waiting the most for V3. I really need it. I can't wait.
It's a big feature. Finishing deep pixel then this in the alpha phase. Will also be supported on Orc.
Rikk The Gaijin
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Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Goldorak wrote:It's a big feature. Finishing deep pixel then this in the alpha phase. Will also be supported on Orc.
I still don't quite understand what the "deep pixel" feature is about... Is it to read native zBrush files? :?
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Goldorak
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Rikk The Gaijin wrote:
Goldorak wrote:It's a big feature. Finishing deep pixel then this in the alpha phase. Will also be supported on Orc.
I still don't quite understand what the "deep pixel" feature is about... Is it to read native zBrush files? :?
See EXR white paper. It renders multiple depth layers at once for advanced composting and reprojection.
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Goldorak wrote:See EXR white paper. It renders multiple depth layers at once for advanced composting and reprojection.
This one?
http://www.openexr.com/TechnicalIntroduction.pdf
I still not quite sure what that will do, but compositing is not my field, plus I'm stupid, so that might be the reason.
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ChrisMills
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This video shows the use of Deep Pixel compositing.

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Goldorak
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Rikk The Gaijin wrote:
Goldorak wrote:See EXR white paper. It renders multiple depth layers at once for advanced composting and reprojection.
This one?
http://www.openexr.com/TechnicalIntroduction.pdf
I still not quite sure what that will do, but compositing is not my field, plus I'm stupid, so that might be the reason.
These ones:

http://www.openexr.com/InterpretingDeepPixels.pdf
http://www.openexr.com/TheoryDeepPixels.pdf

Deep pixel workflow is important in Nuke, PS, AE and PS.

It all will also be supported for real time view independent playback of ORBX media files in v3.
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

I still don't understand how is that different from regular z-depth... :?
In the video, the guy uses depth and masks... Isn't that a standard workflow for compositing?
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Goldorak
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With deep pixels, a single render contains multiple RGB+Z-depth (+ back z ) channels. Ideally, this is sparsely stored in the output format.
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bepeg4d
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wow, great improvement in the compositing workflow :o
what I have understood is that with the deep channel is like to have a dynamic z-depth pass without needing to mask objects. The different layers are correctly stacked using the z distance, is this correct?
ciao beppe
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