|
the cool thing is that it's not restricted to
preset passes, and rather a very generalised tool.
you can use it beyond just renderpasses, and use it
to organise your scene for different tasks.
an example is rendermapping: you can create a pass
in which you have the source object and shader for creating the rendermap,
and then another pass where you test the results.
Or you can set up an "interaction pass", where you
tweak visibility and all kinds of settings for higher performance and where you
see control geometry, and then have the "render ready" pass which is tuned just
for that: rendering.
And of course, it shines for organising
complex scenes to get rendered into seperate elements.
That's allways been softimage's forte: very solid
general purpose tools, that can improve your workflow.
I've heard nightmarish stories recently about a
feature film being done on maya without any pass management system. as in: one
saved scene per pass to render. that's so 90's :-)
----- Original Message -----
Sent: Tuesday, May 01, 2007 8:32 PM
Subject: Re: slight OT: they want what we
got!
It is. We spent so much money at my previous job trying
to code externally some functionality similar to the one in XSI. And
even then, it still wasn't that great.
-Lu
On 5/1/07, Francois
Lord <francoislord(at)gmail.com>
wrote:
I
continue to think that the pass system in XSI is the one best feature of
the entire software.
Steven Caron wrote: > xsi pass management
is such a great feature. IMO the devs really had > the fore sight
> > http://www.vanilla-seed.com/details_des_fonctions_en.html > >
a pass management system plugin for Max... > > it has a pass
compositing option that they can see inside Max. it > isn't hard to
automate this with the fxtree, but it would be nice if > this
automation was found in xsi. > >
steven > > --- Unsubscribe? Mail Majordomo(at)Softimage.COM with the
following text in body: unsubscribe xsi
-- Meng Yang Lu Rigging/FX TD
|