Oh I forgot one case for the pass channel use!
If you have a slow complex fractal shader network and you use it for multiple passes,
then it could be better to use it in pass channels.
Cause every result of a render tree node is cached.
If you use the fractal multiple times,
the new channel does not have to re-calculate the fractals.
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
|> -----Original Message-----
|> From: owner-xsi(at)Softimage.COM
|> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Schoenberger
|> Sent: Friday, May 12, 2006 12:55 PM
|> To: XSI(at)Softimage.COM
|> Subject: RE: NEW Binary Alchemy Shader collection v14
|>
|>
|> |> So just to clarify, this shader does not remove the
|> |> necessity to use passes (seeing as the shader only renders
|> |> selects one channel at a time), but increases flexibility
|> |> as far as setting up the passes.
|> |> Is that right?
|>
|>
|> You can use both.
|>
|> The main reason for the shader is a simple setup of
|> multiple passes in one render tree.
|> Most of the time you are right.
|>
|> But if you have a scene that takes a long time for render
|> pre-processing or ray intersection testing,
|> You can render up to 7 different materials into your
|> available pass channels.
|> E.g. I have a scene which takes 3 minutes per frame before
|> it starts rendering.
|> I will definately render all layers in the channels of one
|> single pass.
|>
|>
|> Holger Schönberger
|> technical director
|> The day has 24 hours, if that does not suffice, I will
|> take the night
|>
|>
|>
|>
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