Foundry should acquire this :) Thanks Mike ! looks great ! Dave
On Fri, Jun 7, 2013 at 8:16 AM, nuki <[email protected]>wrote: > ** > well I guess it's not even necessary to surpass the quality of a rendered > element, but rather use the flexibility offered by various AOV passes > optimally. Quite often it's about adding subtle things like additional > reflections etc. that I wouldn't bother to set up an extra layer for if I'm > on a schedule...which seems to be pretty much the point of your Video > anyway. If used correctly you can probably even keep your CGI passes energy > conserving to some extend (apart from minor shader mismatches like snell vs > complex fresnel implementations etc. i guess) and I could see it very handy > with Packshot stuff. > > Just out of curiosity - since all the stuff that Escher does seems to be > framebuffer based, is it possible to integrate it into a deep compositing > pipeline? If so, it could potentially even become a very handy tool for > faking volumetric color bleeding within eg. a generated volume > noise...since as far as i understand it a deep depth pass basically > resmbles a "voxel container" with a set z-step-size. Like the FumeFx > illumination maps (which afaik are in screen space as well). could be > really handy for atmospheric effects on large env shots > > anyway, just sharing my thoughts. > cheers > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >
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