Well, I personally apologize for the lack of perfection in the pre-2008 portion 
of the software.  Perhaps if at the time DD had an actual 3D developer 
architecting it rather than a lone compositor moonlighting as a developer it 
would have turned out better.

However…

I do agree that five years after the DD->Foundry handoff that the 3D system 
should be more revamped than it currently is.
I'm sure they have a plan for a revamping and I recommend you submit 
suggestions and bug reports to them so it can be improved.

-jonathan

On Mar 2, 2013, at 3:13 AM, Gustaf Nilsson wrote:

> The weakest part is everything. My problems arent with missing functionality, 
> it is with the quality and reliability and predictability of existing 
> functions. 
> 
> As im sure you know, you dont want to run into unpredictable and arbitrary 
> limitations such as max 66 samples, IT HAS TO JUST WORK. 
> 
> The 3d interface is clumsy and sluggish, spotlight cone angle doesnt work as 
> expected on values lower than ~5, penumbra works so-so. If you use a card 
> with an alpha to cast shadows, then the shadow map is actually smaller than 
> the full circle of the light source, creating weird artefacts. Cant aim 
> spotlights. Shutter offset in scanline renderer is not really behaving in a 
> useful way. Random flickering and artefacts in 3d renders. These are things I 
> count on working but have cost me a lot of time to work around.
> 
> G
> 
> 
> On Sat, Mar 2, 2013 at 2:47 AM, Marten Blumen <[email protected]> wrote:
> What's the weakest part of the 3d system? What are you trying to achieve that 
> you can't?
> 
> You can extend it pretty well with plug-ins like PolyTools, Dynamic's, JOps 
> etc
> 
> I do agree though. Nukes scanline renderer (everything 3d, really) is pretty 
> useless.
> 
> 
> 
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