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
>
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