what does that thing do? can somebody explain it in simpler word?
my brain is fully loaded in English translating and doesn't has enough space to understand what that words means.. :D
Instead compositing with the pixel output of the renderer, it uses the individual samples. Meaning, if you have an image with 100 passes, it saves all samples from each pass, so basically 100 times the image. The images indicate, they can use somehow some smart algorithm to mostly cover edges though. So I imagine they worked around ending up with 10+gb files.
The benefit would be to have sub pixel perfect masks. Instead of having to fight with champfer and edge refine in cases where masks affect the subpixels of what is behind or infront.
It would be really awesome indeed, but I wonder at what workflow cost.
In VFX techniques for this kind of stuff is already established. Such a massive change in workflow...
edit: Currently only for Maya and Arnold standalone.
edit2: They claim they save all samples, which would mean color info for every pixel 100x in a 100 pass image, in the next point they say
We have employed a lot of proprietary techniques to keep the file sizes down. In our tests, the average .EVO is only 20% larger than an EXR!
Which seem to contradict each other in my eyes, even without progressive architecture of a renderer you end up with a bullshit amount of samples to save. I guess they do edge select via edge AA whatever the equivalent is pass.
« Last Edit: 2016-06-15, 08:40:02 by SairesArt »
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