Re: Render Channels

Date : Mon, 30 Jul 2007 15:56:37 +0200
To : XSI(at)Softimage.COM
From : Andy Jones <andy(at)thefront.com>
Subject : Re: Render Channels
I think you're right, Todd. My understanding is that the benefit of rendering multiple passes simultaneously sort of goes away as the individual passes themselves get slower. I.e., the time you're saving often has to do with raster space calculations and other "simple" operations. So it saves time on fast passes, but doesn't really help much and can even hurt for slow passes. There are of course exceptions to this, like if you're using the same very expensive procedural texture to drive both a specular weight and a diffuse weight and you want those broken out as passes.

The challenge is getting the right threshold settings for passes you break out into the main buffer. You could argue that it would make sense to render your AO pass as a pass channel, while rendering a dummy pass of AO multiplied by texture in the main buffer. That way you won't cross the AA threshold as much in the dark parts of the image, where you're not going to notice it anyway.

Really, the way this should work (for beauty pass reconstruction) is that passes should be able to render in a specified sequence converging on the final the composite. And ideally, it would use mental ray passes to achieve that at a sample level, rather than a pixel level. The artifacts you get from pixel-based beauty pass reconstruction are often unacceptable.

- Andy

todd akita wrote:

Hey Alan -

I may be wrong but isn't the sampling for the framebuffers driven by whatever happens in the "main" one?

Like say you plug in a phong shader with a really noisy fractal texture in the main framebuffer and an AO in the second one, isn't what you have is a scenario where you might be potentially tracing many more rays than you'd need if you were to render it alone?

Again I may be wrong but if that is the case I am not sure what that means in terms of efficiency. It definitely sounds weird having a shader sampled with in adaptive pattern that belongs to another shader!

-T

Alan Jones wrote:

Things like AO are a
different beat - unless your beauty pass shader is already using
ambient occlusion, then it should go in a separate pass, as you're not
gaining much computationally


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