When trying to apply some textures to a rendered object in Nuke we found out that Vray Max makes the UV render element 16 bit, and that’s not enough when dealing with the big numbers we have in the UDIM UVs, the V usually stays within 0-1 but the U goes up +1 with each tile.
I never had this problem in production: i’d script myself a beauty scene conversion to a data one, where the 32bpc REs would be very quickly rendered.
I’m to this day unsure as to why someone would want to tie the (invariant with shading) data REs production to the (potentially long and problematic) beauty rendering, but i’m sure there are reasons i don’t get.
Regardless, i think the fix has been promised a while back, and is on the to-do list.
Good to hear Lele. I wouldn’t really fancy branching a scene off, or have a second render, just to solve this. More time on the farm, files, shotgun versions, etc logistics load
Thankfully there are easy to use global options to turn a beauty into a super quick data pass.
I’ve been doing this in production for a decade (albeit the last time five years ago. With Shotgun, ofc.), without anything but performance out of the approach (the data for a sequence is often rendered the once, at least for each LnR variation within a geo/particle/vdb cache version), so additional load on anything isn’t that big, all accounted for.
Au contraire, duplicating the data passes for each LnR variation (in my case, often in the dozen, at least for key, establishing shots) albeit with 16bpc beauty AoVs, may end up like a fairly sizable drag on storage, and processing time.
The movie production realm now breathes easier, as i gave up the TD career since then. ^^
And ofc, you can go about it as you please. XD