Oh I see.
Well I guess whenever I have done this, it's usually a constant element anyway, so rendertime was never a consideration since it was always so fast.
E
Freelance 3-D Animator, F/X Artist
----- Original Message ----
From: Adam Seeley <Adam.Seeley(at)vtr.co.uk>
To: XSI(at)Softimage.COM
Sent: Friday, April 25, 2008 1:28:07 PM
Subject: RE: OTish: What nodes does the FXTree need?
Yep, to render out passes, but not to change the already rendered textures in the comp.
The Parser route does the same thing though it seems.
A.
________________________________
From: owner-xsi(at)Softimage.COM on behalf of Eric Lampi
Sent: Fri 25/04/2008 17:11
To: XSI(at)Softimage.COM
Subject: Re: OTish: What nodes does the FXTree need?
You can already do this in the FXtree by putting nodes between the in and out nodes of any clip you are using as an image map.
I do it all the time, especially for moving mattes on geo. There's no need for a node like this.
EFreelance 3-D Animator, F/X Artist
----- Original Message ----
From: Adam Seeley <Adam.Seeley(at)vtr.co.uk>
To: XSI(at)Softimage.COM
Sent: Friday, April 25, 2008 11:19:01 AM
Subject: RE: OTish: What nodes does the FXTree need?
2. A version of revisions remap. You could create your 2d animation in the FxTree and pipe it straight to the objects surface during the final comp.
http://www.revisionfx.com/products/remap/
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