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Hi,
The workflow for post processing CGI rendered from max would be improved a lot by enabling better EXR support.
EXR has great potential, floating point channels (HDR), ‘unlimited’ channels and what not, great support in After Effects and other post tools and it’s an ‘open’ format. See http://www.openexr.com/ for more details.
The current implementation (done by Splutterfish iirc) is a bit limited, only a few channels are supported, network rendering only works correctly if you copy a .ini file around the renderfarm or by using a script that you’ll have to edit manually.. and then materialIDs seems to be a bit flaky as well.. conclusion: room for improvment :)
Ideally it will be like this:
-A ‘render elements’ type dialog where I can select all channels I want (inc. mental ray support of coarse).
-Some per channel edge filtering options
-Correct network rendering
EXR is very future proof and versatile, it would be brilliant to have it to its full potential in 3dsMax!
There are already some 3th party solutions ( http://forums.cgsociety.org/showthread.php?f=6&t=745452 ) Nice as it is it’s a bit of a hack :)
Thx for reading
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