Indigo Renderer 3.6.4 Beta Release
Re: Indigo Renderer 3.6.4 Beta Release
Yes. That, or something similar..
Re: Indigo Renderer 3.6.4 Beta Release
The Big benefit is already included alpha in the rendering is that DOF blurred areas in the BG are impossible to cut out using a alpha mask! Aperture Diffraction has the same problems...
Actually all the render passes stuff should be reworked I think.
Having them in separate Light Layers and calculated by usage of the running render process like recycling data.
Or at least one Layer rendermode where all passes get rendered at once (on Layers) if recycling of actual data is to "expensive" in performance or even not possible.
Actually all the render passes stuff should be reworked I think.
Having them in separate Light Layers and calculated by usage of the running render process like recycling data.
Or at least one Layer rendermode where all passes get rendered at once (on Layers) if recycling of actual data is to "expensive" in performance or even not possible.
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Indigo Renderer 3.6.4 Beta Release
+1 concerning the alpha "issue"...
Re: Indigo Renderer 3.6.4 Beta Release
Regarding the Foreground-Render a small bug:
FR doesn't work with ExitPortals. Would be nice if they would get ignored for that kind of renderings :)
FR doesn't work with ExitPortals. Would be nice if they would get ignored for that kind of renderings :)
Re: Indigo Renderer 3.6.4 Beta Release
(Hopefully) fixed now. Thanks for the neat testscene!dag wrote:Happens only with bidir.OnoSendai wrote:Better yet, can you send me the (simplified) scene?dag wrote:Spherical tiles ok now, but there's vertical lines that are brighter on both edges.
Re: Indigo Renderer 3.6.4 Beta Release
Here another Example of using the Foreground Alpha rendering in a real life scenario for background replacement, I scaled that example to 200%:
The base rendering: Applied alpha foreground mask: Example of background replacement: You can see that white outline on the parsley :/
The base rendering: Applied alpha foreground mask: Example of background replacement: You can see that white outline on the parsley :/
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Re: Indigo Renderer 3.6.4 Beta Release
In this case you are trying to replace a very brightly lit background with a much darker one, though. There is bound to be some strong back-lit parsley edges there with your light set-up.Zom-B wrote:You can see that white outline on the parsley :/
Re: Indigo Renderer 3.6.4 Beta Release
I was referring to the 1pixel edge around the parsley and not the overall contrast / brightness.FakeShamus wrote:In this case you are trying to replace a very brightly lit background with a much darker one, though. There is bound to be some strong back-lit parsley edges there with your light set-up.Zom-B wrote:You can see that white outline on the parsley :/
A such "extreme" example was only made to show the problem clearly!
Since no DOF Blur or Aperture Diffraction was set here the withe pixel border is rather because of alpha masking in PostPro...
Also a BIG benefit for alpha background directly in the renderer would be the the possibility to keep reflections on windows in interiors. Atm I have a technique to get them by disabling Sky in the LightLayers, but it simply isn't that great...
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Re: Indigo Renderer 3.6.4 Beta Release
yes, totally. and I strongly support this idea of integrated alpha layer rendering, I was just pointing out that in most real-life situations it's not that big of an issue. you can make convincing composites using the alpha masks as-is.
but another thought is that it would actually be amazing if the layer + alpha concept could be extended to an individual object level, with the ability to render cut-outs of any part of your scene to its own layer for specific imaging needs.
but another thought is that it would actually be amazing if the layer + alpha concept could be extended to an individual object level, with the ability to render cut-outs of any part of your scene to its own layer for specific imaging needs.
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Re: Indigo Renderer 3.6.4 Beta Release
Quote for support! Separate alpha render is great, but fails on cases like these. Don't suppose there would be a way to extend that to glass materials / semi-transparent (phong + null blends) as well?Zom-B wrote:Here another Example of using the Foreground Alpha rendering in a real life scenario for background replacement, I scaled that example to 200%:
The base rendering: Applied alpha foreground mask: Example of background replacement: You can see that white outline on the parsley :/
Re: Indigo Renderer 3.6.4 Beta Release
Hi All,
The alpha rendering in Indigo could certainly do with an improvement. We'll try and get round to looking at that soon.
The alpha rendering in Indigo could certainly do with an improvement. We'll try and get round to looking at that soon.
Re: Indigo Renderer 3.6.4 Beta Release
Hey Ono, I just have a project in my Pipeline that would benefit of improved alpha rendering.OnoSendai wrote:The alpha rendering in Indigo could certainly do with an improvement. We'll try and get round to looking at that soon.
No pushing at all, I'm just curious if there are plans to release here something soon, so I know if I need to figure out some workaround for that :)
Re: Indigo Renderer 3.6.4 Beta Release
Hi All,
Just a note that we now have some preliminary support for alpha channels in the foreground render directly.
Just a note that we now have some preliminary support for alpha channels in the foreground render directly.
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Re: Indigo Renderer 3.6.4 Beta Release
Great news!OnoSendai wrote:Hi All,
Just a note that we now have some preliminary support for alpha channels in the foreground render directly.
Re: Indigo Renderer 3.6.4 Beta Release
I'm curious about that !
Issue when loading back an IGM of a coating material: the substrate has no name and no type showing up, and Indigo will lost the reference to the node after the first material edit.
Same issue when loading back a double-sided material, win64.
Issue when loading back an IGM of a coating material: the substrate has no name and no type showing up, and Indigo will lost the reference to the node after the first material edit.
Same issue when loading back a double-sided material, win64.
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