You manually update them by hitting sort or sort all. Also have a check
function that checks to see if anything is unsorted and report what.

This workflow only works because passes and partitions are so solid and
useful, not to mention groups. Maya has no foundation to build this sort of
thing on, only sets which are near useless.
 On Mar 8, 2014 5:39 PM, "Andy Goehler" <[email protected]>
wrote:

> 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.
>
>
>

Reply via email to