  | |  | Re: Important C5 request | Re: Important C5 request 2005-11-05 - By Orio
Back -- -- Original Message -- -- From: "dn_res" <dn_res@(protected)>
> It is my understanding translucency will make it.Ringo said that > pretty confidently...so somebody in charge said it.;) Might have to > wait for demo. I guess someone from eovia will have to speak up to > confirm.
Let's hope so. I find it quite strange that this is a feature so little implemented in renderers as of today. Yet it is so important! Not only for leaves, but also for: curtains... canvases... shirts...veils...
> In the meantime, here is a shoe string shaders link that you > may find of some interest...or not, since this is not true > translucency and you may already be aware of it:D > http://www.des-web.net/html/samples.html
Thanks! Actually, it's not bad! Of course what I am hoping-expecting is to see a leaf that is more translucent in the flat parts and less in the veins... but as a general workaround, what I see is not bad at all.
> Are you talking about rendering output channels seperately the way V5I > does for post-production? Haven't heard that mentioned. Would be nice > I asked about it, but no one answered.
Yes. This is SO important in a real-world production pipeline. I end up adjusting in Photoshop the 90% of my renders. Not to fake anything (I don't touch anything of the rendered images), just to fix rushed renderings for lights and shadows. 90% of the cases I don't have time to adjust render settings and materials in advance, until they are perfect. I have to use standard render settings on everything and then, say, take away or add shadows of single renders in photoshop by acting on the opacity of the shadows layer. Same with the amount of radiosity, it can be too much for one model and too little for another, but instead of making a thousand tests for each single render, I just run the renderer as it is, and calibrate the amount of radiosity later via the photoshop layer. Super time saver.
Not to mention, of course, how handy it is to have object channels that you can use as selection for perfect cutouts, regardless of the position of the object(s) in the scene.
Orio
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