Dev:Ref/Proposals/UI/NodeBased RenderPasses Setup

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Node based Renderpasses Setup

Concept

  • I though about a nodal pass system that would be completely modular and that would let you set your renders the exact way you want. 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 4 nodes types to work) :
Nodebased renderpass v2.png

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 pluging/unpluging a node. You can also set custom render settings for each passes with the render setting inputs.

(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 multiple render ouptut nodes if you wanted to have multiple render settings).

  • The Pass Settings node contains as inputs, a render layer filter input and a render settings override. In the parameters, you can add as many AOVs you want with the + icon.
  • 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 assignments/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 new node network, especially if you use a complex system with a lot of passes and AOVs.
  • help the beginners to have with just one click, a default working renderpass setup.




Previous Version :

  • The Data Type nodes were nodes that sets the type of AOVs data you want in the passes (beauty/zDepth/ambient occlusion...) and are now included in pass nodes parameters.
Nodebased renderpass.jpg




Feedback

  • Don't hesitate to give your feedback in this section

or ask questions : ephenroche at gmail dot com



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