「Dev talk:Ref/Proposals/UI」の版間の差分
(Concept of a fully modular and nodebased Renderpass system.) |
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2018年6月29日 (金) 06:09時点における最新版
Node based Renderpasses Setup
I though about a nodal pass system that would be completly nodal and modular. It is based on the good ideas of the Framestore workflow and on my personal experience with rendering. Here is how the system works (only 5 or 4 nodes types to work) :
The Nodes
- The render output node is the output setting node (at the end of the chain) : you can choose to render in a single exr/one exr per pass input/one exr per pass and aov, the name and the disk location... It has a render setting input to define the default render settings that will be used in the scene with all passes or you can also plug a render setting node in each passes and none in the render output.
- The render settings node is a separated node because this modularity allow to test different setting or engines just by plugin/unpulgin a node, or to use a lower render setting for some passes that doesn't need a high sampling.
(to be noted that this node is optional as it can be included in the render output node, but this would need the creation of a second render ouptput node if you want to render some passes with diferent settings and the need to plug this pass on the second render ouput)
- The pass settings node contains as inputs, the AOVs you want to add in the pass. You can add as many AOVs you want with the + icon. This is where you choose what AOVS you want to put in your render. There is an optional input to plug a render setting node, to optimize a pass with differents settings, or a different engine.
- The data Type node are simply the nodes that sets the type of pixel data you want in the passes (beauty/zDepth/ambient occlusion...)
- The layer node is used to filter what geometry you want in the pass or not (that involves that the layer contains : geometry visiblity/shading assignmentn/renderstats). It would be directly bounded to the renderlayers.
Preset System
There is a preset menu that has two goals: - not build each time a node network, espacially if you use a complex systeme with a lot of passes and AOVs. - help the beginners to have with just one click, a default working graph.