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?
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?
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