1. Passes, partitions, overrides
2. Render Region
3. Rendertree/Icetree
4. Ice
5. Easy change parameters for multiple objects
6.
7.
.... and much more


On Thu, Mar 13, 2014 at 10:05 PM, Jason S <[email protected]> wrote:

> Of course there can be considerably more capable comp apps around,..
>
> but apart from the convenience of having a still more than reasonably
> capable compositor stitched-on to your 3D app, (that can very memory
> effeciently crunch through HUGE process trees at 16k res.. in decent 16 bit)
>
> Even if it were only to one-click import all passes/aov for checking
> /precomping, (quick)
>
> .. it's power mostly lies in that very connection to the 3D world,
> allowing (for instance) to have differently processed clips from single
> textures sources,
>  applied to different illumination paramaters  (ambient, diff, spec, ...)
> while remaining entirely procedural, and see your effect tweaking live in
> your OGL or RenderRegion viewport.
>
> You can have image planes, environment domes,
> and/or camera projected models with full (procedural) control over the
> alpha,
> and full (procedural)control / treatment of the projected images or full
> blown (live) compositions
>
> You can have a shots of like say "monitors" with content entirely driven
> by process trees.
>
> That is mostly how the quite integrated FXTree can actually be very-very
> powerful.
>
> Like nuke can be an excellent 2d comp app with decent 3D,
> SI can be an excellent 3D app with quite decent 2D.
>
>
>
> On 03/13/14 12:20, Luc-Eric Rousseau wrote:
>
>> On Thu, Mar 13, 2014 at 11:59 AM, Chris Marshall
>> <[email protected]>  wrote:
>>
>>
>>> I wont use it... it never was up to par IMO.  It has the worst UI and
>>>> workflow of the entire app.
>>>>
>>>>
>>> Greg, when you use it day in day out, not needing to switch between
>>> apps, its a life saver, believe me, rubbish UI or not.
>>>
>>>
>> If you're opened to "rubbish UI" and want to save money, you'll get a
>> lot more power and floating point support out of Toxik... ;)
>> That said, someone did add compositing tools in the hypershade  in
>> Maya 2012..  http://tinyurl.com/obkqbu2
>>
>>
>
>

Reply via email to