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Re: Render Passes Discussion

Posted: Tue Oct 14, 2014 2:02 am
by FrankPooleFloating
I have been away for five days because of a couple deaths in the family, but I would like chime in again, and will likely be away for multiple days again... bad, bad stuff, unfortunately. :cry:

Marcus, in the case of me, Boris, Gristle et al (and I am certain at least dozens more) we really want that 32bit PNG we save to be ready for action, straight from render to comp* without any further steps (or bloated EXRs when not required), to streamline our workflows when PNGs often work beautifully.

*read geo_n: sometimes comps are two or three layers (outside your studio/workplace), when only a couple layers are needed. And many people outside your world work extensively with PNG32 in web projects. Should we all transition to full EXR pipelines because you wish us to? Is that your goal? You can toss up 37 minute videos and spam multiple threads until eternity. I am not using EXRs on gigs that do not require them.

But let us all be 100% clear that every last one of us wants all the bells and whistles that passes and infochannels can offer as well. We want full control when needed, and streamlined options when not needed.

So I'm just throwing this out there again for me, Boris etc: that if you guys could somehow implement a check box option in Diffuse > Matte (in addition to passes options), as discussed before ([x] Mask or similar), that allows a surface to produce zero alpha in an alpha-enabled render (for saving 32bit PNGs), we would be ecstatic. Folks can call us old-school, dummies or non-professionals, but some of us are laughing all the way to the bank - when we are banging out gorgeous renders in way less time than someone working (probably often unnecessarily) with a full EXR workflow. And for the record, I do use EXRs from time to time... just not needed often.. what the hell else can I say?....

For some mysterious reason (perhaps a.d.d?... overworked?) that dude just can not shut the ***k up about alpha mattes and LW... I was never really talking about either. Only saving PNG32 from alpha-enabled renders..........

Re: Render Passes Discussion

Posted: Tue Oct 14, 2014 4:31 am
by geo_n
FrankPooleFloating wrote:I have been away for five days because of a couple deaths in the family, but I would like chime in again, and will likely be away for multiple days again... bad, bad stuff, unfortunately. :cry:

Marcus, in the case of me, Boris, Gristle et al (and I am certain at least dozens more) we really want that 32bit PNG we save to be ready for action, straight from render to comp* without any further steps (or bloated EXRs when not required), to streamline our workflows when PNGs often work beautifully.

*read geo_n: sometimes comps are two or three layers (outside your studio/workplace), when only a couple layers are needed. And many people outside your world work extensively with PNG32 in web projects. Should we all transition to full EXR pipelines because you wish us to? Is that your goal? You can toss up 37 minute videos and spam multiple threads until eternity. I am not using EXRs on gigs that do not require them.

But let us all be 100% clear that every last one of us wants all the bells and whistles that passes and infochannels can offer as well. We want full control when needed, and streamlined options when not needed.

So I'm just throwing this out there again for me, Boris etc: that if you guys could somehow implement a check box option in Diffuse > Matte (in addition to passes options), as discussed before ([x] Mask or similar), that allows a surface to produce zero alpha in an alpha-enabled render (for saving 32bit PNGs), we would be ecstatic. Folks can call us old-school, dummies or non-professionals, but some of us are laughing all the way to the bank - when we are banging out gorgeous renders in way less time than someone working (probably often unnecessarily) with a full EXR workflow. And for the record, I do use EXRs from time to time... just not needed often.. what the hell else can I say?....

For some mysterious reason (perhaps a.d.d?... overworked?) that dude just can not shut the ***k up about alpha mattes and LW... I was never really talking about either. Only saving PNG32 from alpha-enabled renders..........

There you go again. The first post you made here and obviously in other threads makes you look like an old man(obsolete workflow) with forum etiquette like a 13 year old kid. Yeah I read some of your other posts in other threads, telling someone they're biting of more than they can chew. Sheesh.
If you didn't post so arrogantly earlier in this thread I wouldn't have gone down to your level and pointed out your obsolete workflow. You didn't even know what a matt material was and that people should be mystified why shadows are in it. Lol.
The reason I don't care about your obsolete workflow is you propose it to be implemented to other octane plugins, and disregard proper material/object id tag implementation and you call exr workflows as mumbo jumbo, and even propose to rename matt material to adapt to lw standards. Idiotic thinking and a waste.
I don't know what to tell you. You need to learn new workflow this is obviously confusing you.

Re: Render Passes Discussion

Posted: Tue Oct 14, 2014 5:01 am
by gristle
My my...
On second thoughts...
Image

Andrew.

Re: Render Passes Discussion

Posted: Tue Oct 14, 2014 9:57 am
by momade
hello abstrax.

i just wanted to tell you, that your example / proposal from above, combining these different layes makes sense to me. im not a professional VFX-artist and im not aware of propper VFX-layering and workflows. im doing mainly commercial/product vis in still and aniamtion. yet layering separate aspects of an image as you suggested seems good to me.

br.
mo

edit: most of my work is done in after effects and rendering layers is cruical for my work. dont missunderstand me. i just dont know the "professionaly correct way"

Re: Render Passes Discussion

Posted: Tue Oct 14, 2014 10:39 am
by itsallgoode9
I'm agree with Momade on this and the latest proposal from abstrax makes sense to me. As Momade, I also do product stills, so any post work is done in Photoshop for my needs. I may just have never been exposed to other type of compositing methods/file types (like the RPF in a video posted earlier) so I've always worked using various rendered layers and mask (sometimes multicolored Object and Material ID renders and other times alpha masks) that were rendered out. To be honest, the requests in this thread have been a little confusing to me and I'm not sure if i'm just behind the times or it's because you guys were talking about something more specific to programs like After Effects, Nuke, etc. that i've never been exposed to.

Re: Render Passes Discussion

Posted: Tue Oct 14, 2014 4:34 pm
by ristoraven
I just happened to remember that finnish guy Janne Kontkanen won a tech Oscar this year for his work in deep compositing.

Here“s an article.
http://www.fxguide.com/featured/the-art ... mpositing/

Maybe you could drop him an email and see what comes up?

Re: Render Passes Discussion

Posted: Tue Oct 14, 2014 8:12 pm
by momade
reading about deep data compositing i guess this is more some kind of future implementation, becaue i guess that octane is not fully VFX-comp-workflow ready yet. for that octane would have to become some ultra-complex-10.000-checkboxes renderer like vray, where EVERY, and i mean EVERY detail of EVERYTHING can be switched on and off and finetuned, plus the crucial comp-tag- seen/unseen by reflection/refraction/gi/cam/light/shadows/backgroundcomp and so on and so forth is missing, wich is aMUST for complex VFX work... for now a "simple" version like described by axstray and seen in 2.11 would be amazing after all bugs and nosies are fixed. i must say, that i prefer a super speedy and simple octane towards a slow but 'one million option' octane.

Re: Render Passes Discussion

Posted: Tue Oct 14, 2014 8:29 pm
by aoktar
momade wrote:reading about deep data compositing i guess this is more some kind of future implementation, becaue i guess that octane is not fully VFX-comp-workflow ready yet. for that octane would have to become some ultra-complex-10.000-checkboxes renderer like vray, where EVERY, and i mean EVERY detail of EVERYTHING can be switched on and off and finetuned, plus the crucial comp-tag- seen/unseen by reflection/refraction/gi/cam/light/shadows/backgroundcomp and so on and so forth is missing, wich is aMUST for complex VFX work... for now a "simple" version like described by axstray and seen in 2.11 would be amazing after all bugs and nosies are fixed. i must say, that i prefer a super speedy and simple octane towards a slow but 'one million option' octane.
+1000
it's unique with speed and interactivity

Re: Render Passes Discussion

Posted: Wed Oct 15, 2014 4:06 am
by ristoraven
Yup, I hear.

Maybe when all else is ready? At that time, I guess that the deep compositing plugins have evolved elsewhere to a degree that it's just a throw in to OR at that time as a third party support? Who knows? I for one just observe this amazing evolution and try to have at least some grip on it as it goes.. :)

Re: Render Passes Discussion

Posted: Wed Oct 15, 2014 8:26 am
by Vue2Octane
Is the z-depth in Octane Standalone not anti-aliased?

I did some filtering with the z-depth and noticed the 'jaggies'.
Ended up blurring the z-depth to get rid of them.