View Full Version : Vanilla Pass Manager R1 for 3dsmax is available
dddjef 02-04-2008, 06:24 PM Vanilla Seed (http://www.vanilla-seed.com) is proud to announce Vanilla Pass Manager R1.0. Vanilla Pass Manager is a render passes tool tightened to 3dsmax. The R1 Version is now available for 3dsmax9, 3dsmax2008, 32 bit and 64 bit. Finally, prices announced during the beta stage have been cut down.
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spurcell
02-05-2008, 09:09 PM
Sounds interesting. Can I ask why someone would use your render pass manager over say rpmanager? I'm not trying to be trite, I'm always looking for a better product, but currently use rpmanager and would need a pretty good reason to adopt another program.
dddjef
02-06-2008, 09:06 AM
I won't say Vanilla Pass Manager is a better product, it really depends on who use it. But one thing I really care during development is keeping things clear. Simple things should always be done easily.
Now, I would offer you to download the demo (which is just resolution limited). And take your time to make your mind. If you miss some functions, if things appears strange to you, don't hesitate to ask the forum of Vanilla Seed.
Thanks for your interest :)
cresshead
02-06-2008, 12:53 PM
Hi,
what does this $350 dollar plugin do that max's render to a combustion workspace doesn't do already?
maybe a feature comparison on your site would help people see the benefits.
dddjef
02-06-2008, 03:33 PM
Hi Cresshead,
First of all, Combustion is not used by every 3dsmax user.
To answer your question, I think Combustion workspace is not the same purpose. With Vanilla Pass Manager, you can mix differents renderer (ie having diffuse rendered with scanline, shadows with Vray and an occlusion with Mental Ray). Another thing is the flexibility, with render element, how can you make a character "non visible to camera" to have only its reflection on the ground?
Visual feedback is important too, you can straight compose inside 3dsmax, even it's a testing purpose. By a entering a pass, you see wich objects will be visible, wich not, before doing a test render.
Finally, Vanilla PM is dynamic, so it's very easy to reuse your work. By default with render element, make an matte element including a selection set "character". Then open a new scene, with a selection set "character" but differents objects inside. Your matte element is lost, you have to reselect the objects. 3dsmax Render Element refers to objects, if your objects aren't there, it's lost. Vanilla Pass Manager refers to Named selection sets, Layers or even name wildcard, it was written to be dynamic and smoothly reusable.
Thanks for the advice with the feature comparison. I acknowledge I didn't think about it, because Combustion Workspace didn't seem comparable, in fact it was additional to me, cos you can use CWS within Vanilla PM. But I could maybe add a line about this.
Thanks!
JoeBananas
02-06-2008, 11:33 PM
hmmm, this looks impressive - I'm rendering a fair amount of passes at the moment, and ability to create splash comps is very useful.
We use Shake to composite, which is obviosuly not available on PC, so that is a nice feature for testing the passes.
tonina
02-28-2008, 04:04 PM
JoeBananas
"I'm rendering a fair amount of passes at the moment, and ability to create splash comps is very useful."
How did you manage to render a pass inside 3ds max without re-rendering the entire frame? -If you hadn't use this plugin before-
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