Announcement

Collapse
No announcement yet.

G-Buffer channels with Progressive AA

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • G-Buffer channels with Progressive AA

    Hello,

    we use the build-in G-Buffer chanels inside the 3dsmax EXR-file format a lot, because their settings are saved universally with the 3dsmax-EXR-settings, and therefor once enabled the channels are always present in renderings.
    So beside the additional Vray render element channels artists enable on a job and scene basis, they are always included, like Z, velocity, coverage, MatID, ObjID, NodeRenderID. The last 3 aren't aliased, I know, so theoretically inferior to MultiMatteElements, but with adequate edge handling in post they are good enough for 99% of post colorcorrection and selection operations.
    A part of our workflow (custom Nuke / AE filters / Scene States / batchrender ) relies on these channels.

    The Problem is:
    they don't get rendered out with the progressive AA. Now that progressive gets better and more usable, could you please make them renderable with progressive?
    Valentin

    ...forget Warp 9, engine-room please switch to Vray-speed...

  • #2
    Hi,

    I'm going to send a feature request in our system about this progressive sampler limitation and hope we will be able to implement support for Max G-Buffer channel.
    Tashko Zashev | chaos.com
    Chaos Support Representative | contact us

    Comment


    • #3
      Hi,

      is there any progress on the Max G-Buffer channel support for Progressive Sampling? We would love to use this more often in combination with PSD Manager, which needs G-Buffer support.

      Comment


      • #4
        No, I'm afraid, but we'll get to it.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment


        • #5
          Thanks for the quick reply!

          Comment

          Working...
          X