Render elements redesigned

Render elements were condensed and grouped for better orientation:

There is now also official way to compose the elements: either by adding together all “ESSENTIAL” elements (in linear space of course), or by using multiple instances of the new “Shading components” element

with each checkbox being checked only in exactly one instance.

This is the mapping from the ESSENTIAL elements to the components element:

nice :smiley:

Wow, that’s looking excellent!

Really like the design/layout you can up with. Very clean, well organized, and also quite interesting! Not sure I fully understand the ESSENTIAL/CESSENTIAL and “Shading components” yet, but exciting to have something new to learn!

Keep up the great work, KM!!

Sweet!
Tested and approved. The components stuff was a pretty good idea, it’s just a bit slow if you switch to it in the Corona Vfb (guess because it’s build on the fly).
One thing I still miss is the raw-direct and raw-indirect (+raw reflection, etc…). It’s not so much for saving and using but very helpful for analyzing noise. Maybe you could implement it the way the SourceColor element is done.

oh and finally… no more reflections in direct pass :smiley: Great!

DeadClown: you can create the raw passes by dividing the essential passes by the appropriate source color passes

Sure, that’s how I do it now… after rendering… but the point is that I can’t see it while rendering. If I save out the passes one-by-one when it’s still rendering the error may be to big to judge the noise level. So - stop the render - save it, look at it, restart rendering :wink:
I always divide the basic passes into raw ones in my comps to only color correct (or what ever) the raw lighting information (+ re-multiply it with source color afterwards) - and that’s how I will do it in the future, but it’s still helpful to have the raw elements in vray to have a look at it while rendering.

in the future we can expect pass for caustic?

Looks good, can’t wait to start using them!
A background element would be nice, but it can be extracted with a reverse alpha atm, so that’s alright. :smiley:

Keymaster.
That is great thanks. But i do see you removed BRDF AO ( for which i already post my reaction in another thread ). Would it too much of a deal to not to remove it and just leave it as a non-essential pass?. We do use it in our field of work quite a lot and saves the day having it spitting as a pass simultaneously with your render.

Cheers

you can easily create AO pass by putting CoronaAO shader into texmap render element

Ah sweet! Got it. Thanks for the info.

Rawalanche. Sorry for my post to your thread. I guess you knew this too as well ( im only using A5 )

Keymaster. Would zpass have a height (y) option ? And, for the next alpha are you planning to add deep data/exr2 ?

no height option, you can extract it from for example world position pass. There is no need to complicate the zdepth pass because of it.

deep data remain for some future release

deep data remain for some future release

Got the posibility to have choice of CoordSystem “World, Object, Camera” ?

And by the way, would like to know the translate of traditional expression :
Beauty = Diffuse x(RawGI + RawLight) + spec + refract + sss + SelfIllum…

regards,

Simply add up all CESSENTIAL elements.
If you want to use raw passes you can do…
CESSENTIAL_Direct / CShading_SourceColor = RawLighting
CESSENTIAL_Indirect / CShading_SourceColor = RawGI

Works fine :wink: thx