Just to let you know that the prolific developer and excellent CG artist Denis Pontonnier has updated his experimental Pixel Filter Node Editor:
DP_Pixel Filter Node Editor (PF NE)
This version brings a new function with stunning benefits. By enabling the option “Raytracing/Global 3D Shad.” it applies nodal shading setups globally! so don’t need to apply Extra Buffers node surface by surface! But if you need a more detailed setup, you still can use it in the old way.
Let’s take a look at the setup with this simple scene:
The setup for, let’s say, an occlusion pass would be like this:
or an AO pass
or a SSS pass (Chanlum)
or an ID_Object pass
or a Reflection Occlusion pass!
or maybe a focus pass?
or passes per light groups! (with the so useful Single Light Lambert node from Michael Wolf)
This PFNE plays nicely with Classic Camera, but by activating the “MultiThread/Persp. AA” option, it works also with Perspective Camera, Advanced Camera and Surface Baking Camera:
There are a lot of more things you’ll can figure out about what we can do with a Pixel Filter NE.
But there’s more, we can export these custom-made buffers/passes to our favorite buffer saver. We can’t preview this kind of buffers but all other conventional buffers (from Render Buffer Node) are preview-able in Viper. Plus, we can save presets!
Remember, they are experimental tools and some things might not work as expected with some third-party nodes. So consider this before to report any odd behavior.
Btw, do notice the final result has not been processed in any compositing package. All optical effects (like the subtle DOF, glares)and other filters like film grain, vignetting and color gradings have been added and composed within Lightwave through the DP_Image Filter Node Editor. But that’s for other thread
Comments and suggestions to improve this tool are very welcome.