Re: Render Channels

Date : Sun, 29 Jul 2007 15:41:05 -0700
To : XSI(at)Softimage.COM
From : "Steven Caron" <carons(at)gmail.com>
Subject : Re: Render Channels
yea the passes should be to organize your renderables, and the framebuffers get you many outputs per render state.

On 7/29/07, todd akita < takita(at)earthlink.net> wrote:
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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