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. 

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