Sounds great. How does the “Sort Controller” update the pass? By callback upon switching to that pass or manually?
Andy On Mar 08, 2014, at 23:35, Jonah Friedman <[email protected]> wrote: > We have a rule based way of sorting partitions called the "Sort Controller", > originally conceived by Andy Jones. It's been extremely powerful. > > You write your passes in a simple markup language in a PPG on the pass, like > this. Copy pasting from a real production scene I have open right now- > > Background_Objects_Partition = * > characters = sg_character > set = sg_set > lighting_geo = sg_lighting_geo > > l: Background_Lights_Partition = * > l: env = sg_lEnv > l: key = sg_lKey > l: rim = sg_lRim > > > What that does is puts objects in a group called "sg_character" into a > partition called "characters". So each pass has a sort controller on it, and > the scene can stay sorted by managing the sort groups, called SG by > convention. > > It's been extremely good to us. Other than that, passes and partitions do > their work exactly the way soft is supposed to, except that the partitions > are sorted by the Sort Controller. > > Even our least technical lighters got used to it no problem, and it's > universally loved.

