You're right. It doesn't take longer when you only use the "free"
channels. I think this design choice was in case the user has "heavy"
channels. XSI could be more intelligent and render all the channels at
once only when no additional channels are defined.
There are other situations where using "non free" render channels can be
useful. Rendering with 3D motion blur is one. I tested with a sphere
moving fast in frame with 4 "non free" channels in 1280x720. The
channels were a Lambert, a Phong with just the hilights, an occlusion
and a glossy_reflection. It took 3 minutes 36 seconds to render the
passes separately and 2 minutes in one pass with render channels. This
was with the rasterizer.
I didn't test it but I can imagine the Final Gathering could also be a
good canditate because of its preprocessing stage.
Steffen Dünner wrote:
The region would take longer??? Why?
The pass channels are rendered anyway, they are the components of the
main channel (except you plug complete rendertrees into the pass
channels of course, which only makes sense if your scenes tesselation
takes minutes). It's like the alpha channel / depth channel etc.
Pictures don't render any longer when you render them with alpha
channel... and you can immediately switch between them in XSI.
2007/10/23, Francois Lord <xsilist(at)francoislord.com>:
> Then, the region would take longer to render. I prefer the way it
works now.
>
> Steffen Dünner wrote:
>> 2007/10/23, Vincent Fortin <vincent.fortin(at)ubisoft.com>:
>> [...]
>>> Other than that, I simply believe it'd be useful to be able to switch
>>> between framebuffers in the preview window.
>> [...]
>>
>> I would be already happy, when the render region did simply switch the
>> pass channel framebuffers _without_ rerendering everything again! ;)
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