Gene Crucean wrote:
Who here uses Render Channels? I do... but I mainly use them for small
things like a matte for an object, a singled out rendered object or
quick AO pass for a single object. I see these as a HUGE time saver
and really want to see it progress into a mature feature. Everyone
rendering passes should be interested 110%. For those of you who use
them, feel free to post your ideas on how to improve integration and
workflow. For those of you who DON'T use them, why?
For me the big workflow killer is the transparency bug - refract rays
only display the output of the main framebuffer regardless of what
channel they are.
Personally I see passes fading off into oblivion. Maybe a legacy
feature thats nice to have if you just want to quickly render a matte
pass or whatever. That way you don't have to render the whole wad.
I'm not sure, there're a lot of things you need control over that
framebuffers don't solve. Arealights on/off, finalgather on/off, stuff
like that. If your load times are killer or you have a lot of
preprocessing (displacement,finalgather,lightmap,shadowmap generation)
then it will probably save you time.
-T
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