fusion and EXR


#1

Hey guys,
i made a render in EXR with max and vray, so the file containts the typical RGB , alpha, and some other vray channels, I manage to import that file in fusion but now, is there any way i can sort of split those channels in diferent nodes so i can tweak them individually? i don´t want to render hundreds of TGA or whatever format, i rather keeping everything in EXR so i can store all the channels in a single file, but then i wanna be able to, for example, color correct and do stuff to each channel individually in an easy way…any help/ideas?

cheers!


#2

solution is dumb but works

make as many loaders for as many passes you have

then go to format settings of a loader and use your rendered channels

i really dont know if there is a better solution but this works

cheers


#3

of course! i didn´t think about that, works great! so easy but yet so difficult… :wink:
cheers :slight_smile:


#4

no prob
glad it worked for you :thumbsup:


#5

How about this (sven’s script)


#6

On a same note, does anyone know if having multiple instances of the same source (differentiated into channels or otherwise) has fusion re-reads them individually?
e.i. if I take some loader and copy it (not instanced), does it load twice separately when it renders?


#7

Yes, each loader will load the file. Instancing loaders is generally a bad idea, and can cause all kinds of problems down the road with settings. Generally if you can’t break the channels out into the currently defined ones for Fusion via the format tab, setting them to an alternate visible channel via a boolean tool can also help.


#8

Jayk2k: You said: “Instancing loaders is generally a bad idea…”

What about creating separate image files from passes. Specifically, and just for my pipeline, Lightwave with the exrtrader plugin will create separate image files for each channel and each just containing a specific channel.

Do you for see problems in Fusion using multiple loaders using this method?

Thanks in advance,

Riff Masteroff


#9

No there is no issue with using multiple loaders for layers rendered from a 3d app. It really is no different than any other composite. The problem arises when instancing loaders due to the way format options and clip lists are handled internally.


#10

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