Surpass replacement anyone?


#37

Good question. I’m not sure yet if that is possible… at least for an animation. I’ll have to wait and see how it goes. It might just be with a helper plugin.

It is certainly something I’d like to see though. Hey, I’m just as curious and eager to get it to work as any of you :wink:

Cheers,
Mike


#38

well, if there’s still interest in this…
http://www.lwidof.net/passEditor/passEditorShow_01.mov (12 mb)

Might sell this soon if there’s demand.


#39

Wow, thats pretty awesome! Where can I input my credit card. :slight_smile:

Is there any way to change light exclusions and render globals on a per pass basis? Can a third party network render controller be used?

Thanks, looks exciting!


#40

This is looking very good. I just wonder why do you need to go back and reselect pass every time. In things like this get it doen to as few moves as possible per pass is the way to go. When you have 10-15 scenes to set up passes, doing as less you can for each pass is more than appreciated.
I’d like to see it published, you’ll have more than 1 licence from me :slight_smile:

Cheers


#41

If I understand the question…you don’t need to go and reselect the pass every time in the listbox. It’s just the habit of showing people how it works that I’ve started doing that. When you render, it renders from the pass selected in the top “Current Pass…” pulldown. No matter what pass is selected in the pass listbox. The pass listbox is only for assigning objects and lights to that pass.


#42

No pass specific light-exclusions just yet. Maybe soon, or in a future iteration. But some render globals per pass (resolution multiplier, render mode, ray recursions, render lines).


#43

Oh, my bad. I got it wrong :slight_smile: Light exclusions and resolution/AA setting per pass are also very welcome. They can come very handy. Memorizing settings from previous pass (not coming back to defaults for each new pass) is also a big plus. Simmilar way the Deadline submit jobs plugin works…


#44

Yes, at the moment the ‘Save Pass as Scene…’ option allows you to output the current pass as a scene that contains no pass editor dependent information. (so it’s just a clean, normal LW scene.) So you can then take that pass and submit it to a farm setup.

This is not how the plug-in is intended to mainly work, though. This is not like surpasses where the end result is a master scene and a bunch of child scenes. This is all meant to be contained in one scene and rendered from one scene. That’s why you render directly from the pass editor interface.


#45

Well sounds pretty usefull. Stop teasing :stuck_out_tongue:


#46

Hot D@mn! Finally what NewteK wouldn’t do.


#47

Cool!

I suggested this type of approach for NewTek way back (working with saved surfaces instead of object copys). Good to see that someone actually have thought the same thing! :slight_smile:


#48

Jeremy: this is excellent! I need a render pass manager like yesterday! I hope to see it released soon, I’ll get it right away. :slight_smile:

And also, I agree with some of the earlier posts, light exclusion would be very useful as well.


#49

jeremy - request

This is for a fool proofing it.
Can you have a options panel that would allow one to set a setting that
saves a backup .lwo (and multiple .srf files for multiple surfaces with object name prefix) as it originally loaded in a specified directory, just in case one nuts up and kills hours or days of work on custom texture and shading.


#50

I’m not sure I understand what you’re asking. The overrides only affect the render as rendered from the pass editor. In other words, if you do an F9 or F10, the results are still your normal object and scene. It’s not changing settings for your loaded scene. It’s ‘additive’ or ‘replacive’ if I can say that. So it leaves the scene totally in tact, but allows you to have all your passes set up in that one scene as well. And if your overrides aren’t loaded onto an object or light or pass scene, then that object or light or pass scene defaults back to the normal scene and object information for that pass.

But a surface override won’t show in an F9. That would be doing destructive changes. It only shows in the test frame as rendered from the pass editor (or pass sequence). Same with all the overrides. You won’t see the motions in the layout viewport when you use a motion override. Only for the rendered pass.

Unless you’re saying that you’d like this to just be a backup tool as well? One that backs up your .lwo for you at certain times? Am I misunderstanding you?


#51

yes this is just for backup purpose. And it can be a checkbox or something: totally optional.


#52

What would it be backing up, sorry? Just your normal scene? Like an autosave? Your normal objects? I’m just not seeing what this has to do with the pass editor, since the pass editor doesn’t really change your normal scene and objects.


#53

Hi,

I’ve had the pleasure to betatest this Great tool and I can say that is very easy to use and I really like the workflow. I made a test yesterday with a real production scene (a previous job in which I had to split the render in objects passes by hand), this scene was 12 mill. polys optimized (with normal maps) at about 3 mill. 32 strawberries fall over a cereal bar, they are real clones with displacement textures applied, motions controlled by motionmixer, sss, G2, spinning lights, etc. and it works perfectly!

Other great plus that I’ve found is that it plays nice with Pixel and Images Filters Node Editors from Denis Pontonnier; so if we add a NE first in our master scene, renderPass Editor can be used for multipass rendering together with any NEs for multilayering rendering, each render pass with their respective buffers! :bounce: Theoretically speaking, it should work also with the new ExrTrader, I guess, since what renderPass Editor also makes, is to save an independent scene for each pass, in such a way we can have a different buffersaver setup for every different pass.

Thank you for so useful tool, Jezza. Looking forward to the final release!

Gerardo


#54

A new video. Selective passes.

http://www.lwidof.net/passEditor/passEditor-selectivePasses.mov (9.1mb sorenson 3)

Just showing that this is also very useful for pass splitting and organisation, not just creating custom passes.


#55

Hey… sweet stuff there! I’m totally interrested in this! Ohh… and haha… the computervoice is quite fun, but hard to understand at times. Why don’t you record your own voice? :slight_smile:


#56

Had some downtime at work between this and that, but couldn’t talk into my computer without looking weird. :smiley: