RE: Render Channels
| Date : Mon, 30 Jul 2007 09:34:13 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Kim Aldis" <XSI(at)kim-aldis.co.uk> |
| Subject : RE: Render Channels |
|
For me the power of channels is being able to split them out in
the render tree, apply them to some objects not others. There’s a huge amount
of untapped potential there. The lessening of the need to set up passes in
itself is a real biggy. From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Kris
Rivel I love the render channels but
I only use them for simple output of AO, mattes, specular, reflection,
etc. I often "think" I can use a channel for something and
quickly realize that it involves too much tweaking and overrides so I need to
make a separate pass. Like Todd said, the refraction issue is a big
problem sometimes. For instance, the sprite node is only useful in the
main channel. It does not behave properly in a secondary channel.
The sad thing too is that when I have a nasty mix of passes and channels, I
sometimes have to blow away a lot of my nice render tokens for my render paths
so everything is organized upon rendering. On 7/29/07, Sam Cuttriss <sam(at)janimation.com> wrote: ive been enabling them, on the
off chance that something relevant is rendered "free"
I agree but only because of the
current implementation. Is there any real reason that those things can't be
implemented into a new render channel setup? On 7/29/07, todd akita < takita(at)earthlink.net>
wrote: Gene Crucean wrote: |
- References:
- Render Channels
- From: "Gene Crucean" <emailgeneonthelist(at)gmail.com>
- Re: Render Channels
- From: todd akita <takita(at)earthlink.net>
- Re: Render Channels
- From: "Gene Crucean" <emailgeneonthelist(at)gmail.com>
- Re: Render Channels
- From: Sam Cuttriss <sam(at)janimation.com>
- Re: Render Channels
- From: "Kris Rivel" <krisrivel(at)gmail.com>
- Render Channels
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