Author Topic: Render elements redesigned  (Read 20240 times)

2014-01-24, 17:16:28

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 9048
  • Turning coffee to features since 2009
    • View Profile
Render elements were condensed and grouped for better orientation:


There is now also official way to compose the elements: either by adding together all "ESSENTIAL" elements (in linear space of course), or by using multiple instances of the new "Shading components" element


with each checkbox being checked only in exactly one instance.

This is the mapping from the ESSENTIAL elements to the components element:

Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-01-24, 17:25:12
Reply #1

Tweekazoid

  • Active Users
  • **
  • Posts: 59
    • View Profile
    • personal CG and scripting stuff also few pictures

2014-01-24, 18:33:10
Reply #2

The Pixel Artist

  • Active Users
  • **
  • Posts: 60
    • View Profile
    • The Pixel Artist Illustration
Wow, that's looking excellent!

Really like the design/layout you can up with.  Very clean, well organized, and also quite interesting!  Not sure I fully understand the ESSENTIAL/CESSENTIAL and "Shading components" yet, but exciting to have something new to learn!

Keep up the great work, KM!!
Adrian Alan Brown
The Pixel Artist Illustration
www.thepixelartist.com
Behance Gallery: https://www.behance.net/thepixelartist

2014-01-24, 18:55:34
Reply #3

racoonart

  • Active Users
  • **
  • Posts: 1446
    • View Profile
    • racoon-artworks
Sweet!
Tested and approved. The components stuff was a pretty good idea, it's just a bit slow if you switch to it in the Corona Vfb (guess because it's build on the fly).
One thing I still miss is the raw-direct and raw-indirect (+raw reflection, etc...). It's not so much for saving and using but very helpful for analyzing noise. Maybe you could implement it the way the SourceColor element is done.

[edit] oh and finally... no more reflections in direct pass :) Great!
Any sufficiently advanced bug is indistinguishable from a feature.

2014-01-24, 19:18:34
Reply #4

Ludvik Koutny

  • VIP
  • Active Users
  • ***
  • Posts: 2557
  • Just another user
    • View Profile
    • My Portfolio
Not sure I fully understand the ESSENTIAL/CESSENTIAL and "Shading components" yet, but exciting to have something new to learn!

ESSENTIAL elements are extremely simple. If you add all of the essential render elements into element list, render them, and combine them all using ADD operator in your compositing package, you will get result 100% identical to your beauty pass. Of course, assuming that you render linear output - that means highlight compression parameter must not be set to anything else than 1.0.

2014-01-24, 20:00:27
Reply #5

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 9048
  • Turning coffee to features since 2009
    • View Profile
DeadClown: you can create the raw passes by dividing the essential passes by the appropriate source color passes
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-01-24, 20:11:37
Reply #6

racoonart

  • Active Users
  • **
  • Posts: 1446
    • View Profile
    • racoon-artworks
Sure, that's how I do it now... after rendering... but the point is that I can't see it while rendering. If I save out the passes one-by-one when it's still rendering the error may be to big to judge the noise level. So - stop the render - save it, look at it, restart rendering ;)
I always divide the basic passes into raw ones in my comps to only color correct (or what ever) the raw lighting information (+ re-multiply it with source color afterwards) - and that's how I will do it in the future, but it's still helpful to have the raw elements in vray to have a look at it while rendering.
Any sufficiently advanced bug is indistinguishable from a feature.

2014-01-27, 11:50:29
Reply #7

SHD

  • Active Users
  • **
  • Posts: 137
    • View Profile
    • https://www.instagram.com/xshd/

2014-01-27, 16:19:38
Reply #8

Midge

  • Active Users
  • **
  • Posts: 42
    • View Profile
    • The Mantissa
Looks good, can't wait to start using them!
A background element would be nice, but it can be extracted with a reverse alpha atm, so that's alright. :)

2014-02-04, 12:36:30
Reply #9

chilombiano

  • Active Users
  • **
  • Posts: 53
    • View Profile
Keymaster.
That is great thanks. But i do see you removed BRDF AO ( for which i already post my reaction in another thread ). Would it too much of a deal to not to remove it and just leave it as a non-essential pass?. We do use it in our field of work quite a lot and saves the day having it spitting as a pass simultaneously with your render.

Cheers

2014-02-04, 13:10:58
Reply #10

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 9048
  • Turning coffee to features since 2009
    • View Profile
you can easily create AO pass by putting CoronaAO shader into texmap render element
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-02-04, 21:08:45
Reply #11

chilombiano

  • Active Users
  • **
  • Posts: 53
    • View Profile
Ah sweet! Got it. Thanks for the info.

Rawalanche. Sorry for my post to your thread. I guess you knew this too as well ( im only using A5 )

Keymaster. Would zpass have a height (y) option ? And, for the next alpha are you planning to add deep data/exr2 ?

2014-02-04, 21:20:46
Reply #12

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 9048
  • Turning coffee to features since 2009
    • View Profile
no height option, you can extract it from for example world position pass. There is no need to complicate the zdepth pass because of it.

deep data remain for some future release
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-05-30, 17:38:13
Reply #13

miaz3

  • Active Users
  • **
  • Posts: 10
    • View Profile
Quote
deep data remain for some future release
Got the posibility to have choice of CoordSystem "World, Object, Camera" ?

And by the way, would like to know the translate of traditional expression :
Beauty = Diffuse x(RawGI + RawLight) + spec + refract + sss + SelfIllum...

regards,


2014-05-30, 20:19:01
Reply #14

racoonart

  • Active Users
  • **
  • Posts: 1446
    • View Profile
    • racoon-artworks
And by the way, would like to know the translate of traditional expression :
Beauty = Diffuse x(RawGI + RawLight) + spec + refract + sss + SelfIllum...

Simply add up all CESSENTIAL elements.
If you want to use raw passes you can do...
CESSENTIAL_Direct / CShading_SourceColor = RawLighting
CESSENTIAL_Indirect / CShading_SourceColor = RawGI
Any sufficiently advanced bug is indistinguishable from a feature.