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 >> >> > >

