Extra Buffer nodes

eyelandarts

New member
Found another thing to report. If you have a reflective surface (raytraced) and have extra custom buffers like an RGB matte pass, the matte colors will raytrace each other. Same thing hapens on a custom depth pass making it unusable. i guess it makes sense in a way but I thought making an object a single color would overide other shaders for that pass. I tried mixing a zero reflective shader with the pass but couldnt get it to work.
 

dpont

Member
ExtraBuffer nodes (x32) have been updated,
http://perso.orange.fr/dpont/plugins/nodes/ExtraBufferNode_x32.zip

-File format extension added to saved files was incorrect.
-File name of Buffer1 was incorrectly loaded from scene.
-"Force AntiAliasing" now is checked by default in Store Extra Buffer node.
-AntiAliasing with Adaptive Sampling work now in Extra Buffer.

Note: Current LW buffer even modified can't be stored also in an Extra Buffer
in Pixel Filter node editor and saved in Image Filter node editor.

You will need to redownload also the node editors
PixelFilter and ImageFilter node editor have been updated
to work better with Extra Buffers.
http://perso.orange.fr/dpont/plugins/nodes/nodeImageFilter_x32.zip
http://perso.orange.fr/dpont/plugins/nodes/nodePixelFilter_x32.zip


Not tested with MultiThreading...
I know there are some other limitations,
in some situations for storing advanced node setups.

Denis.
 
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eyelandarts

New member
Thanks Denis, im really excited about this one! As you can tell :)
When saving a sequence from the get extra buffers image filter, frames save on top of each other in a additive way so frame three is saving on top of frame 1 and 2. this doesnt happen if you are rendering one frame though.

...having force antialiasing is great for workflow too! thanks
 

eyelandarts

New member
Here is my test monkey for this node. So far its a dream come true, no more split scenes for custom passes. Im still using one custom scene for separate passes so I can disable raytraced reflections. It would be really cool if we could disable them per buffer but that sounds pretty hard. Still having one extra scene to manage is better than 6 :)
 

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MooseDog

Dreamer
**drools**

ok, i'll ask the standard question:D : care to demo your workflow/node arrangements for those who (while i understand nodes and use them almost exclusively) can't grasp this new application of them.

that series of images is very sweet btw. congrats.

thx:thumbsup:
 

dpont

Member
eyelandarts said:
...Im still using one custom scene for separate passes so I can disable raytraced reflections...

Raytraced reflections have a bounce greater than 1,
you could use a Logic node with the bounce output
of Spot Info node to filter this.

Denis.
 

eyelandarts

New member
Sure, id be glad to. Here is my extra buffers node graph for one of the surfaces (floor surface has blue matte). This one is pretty simple but is typical of what ill use on a production plus a few others. Generally I would have to set a separate scene for each of the extra buffers and sometimes a separate object surface. This as you can imagine can be a nightmare on complex projects, specially when there are changes to the camera and such. I have never been able to get a nice antialiased depth buffer out of lightwave (maybe im doing something wrong) so I end up making a separate scene with matte black objects and fog. Not so with this new node though! :bowdown:

let me know if you have any questions,
Alex
 

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eyelandarts

New member
dpont said:
eyelandarts said:
...Im still using one custom scene for separate passes so I can disable raytraced reflections...QUOTE]

Raytraced reflections have a bounce greater than 1,
you could use a Logic node with the bounce output
of Spot Info node.

Denis.


Ooh, Good tip, im of to try that!
 

eyelandarts

New member
ok, cant get it to work. How can I use the logic node to turn off raytracing for the extra buffers but not the in the main render? So my Matte pass would have no reflections but the render would...
 

MooseDog

Dreamer
eyelandarts said:
Sure, id be glad to. Here is my extra buffers node graph for one of the surfaces (floor surface has blue matte). This one is pretty simple but is typical of what ill use on a production plus a few others. Generally I would have to set a separate scene for each of the extra buffers and sometimes a separate object surface. This as you can imagine can be a nightmare on complex projects, specially when there are changes to the camera and such. I have never been able to get a nice antialiased depth buffer out of lightwave (maybe im doing something wrong) so I end up making a separate scene with matte black objects and fog. Not so with this new node though! :bowdown:

let me know if you have any questions,
Alex

that's too! helpful eyelandarts. thx a ton, you've helped a blind man see :)

from here, i'll just keep adding pixel filters until all the buffers i'm looking for are saved to the directory of my choice (i'm assuming). gerardo's example above, while very generous, seems overly complicated. all i want is as you said above: a bunch of buffers that i can assemble in df w/o splitting things into a bunch of different scenes (p.i.t.a. :D )
 

dpont

Member
eyelandarts said:
...How can I use the logic node to turn off raytracing for the extra buffers but not the in the main render? So my Matte pass would have no reflections but the render would...

I have not your model and node setup,
but basically, if you have some reflections in your surface/model,
you get them in normal render as reflection shading or reflection
of an object in another, suppose you would only avoid
these reflections in a node connected to an Extra Buffer,
input a Spot Bounce in a Logic node, if greater than 1 it output
0, else (bounce = 1) it output your node (i.e the Matte) if you
connected it to False, then the Logic node input its result
in the Extra Buffer without reflections.
Hope this help.


Denis.
 

eyelandarts

New member
Thanks Denis, Ill give it another shot. Here are my test files in case anyone want to give it a try or just take a look.
A
 

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eyelandarts

New member
Hey everyone. Some more testing here. It seems like it wont work in screamernet. The node image filter and the "get buffers" node seem to have no problems but having a "store buffers" loaded on any object in the scene will cause screamernet to crash even if the Store buffers node is no connected to any surface at all. Has anyone tried it in their network?
 

eyelandarts

New member
Hey Dennis. Im happy to report that its working great on network render now. No more crashing :) The output files are correct too if you put it through the network. I guess as long as its not rendering sequentially on one machine, the additive save doesnt manifest. This just keeps getting better!
 

eyelandarts

New member
Thanks Dennis,
Aha! yes it seems to be working well with AS now. I had to make sure that there was something in the background (like a black poly) that was connected to the extra buffer node so it would solve motion blur over the background. Ill have to do some more testing.
Rendring a sequence of a moving object seems strange though. It has an onion skin effect. Im using LW 9.3 BTW.


Alex
 

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vbk!!!

New member
wow !
i just tried this great plug and i can't save image from alpha buffer using GetExtraBufferNode. I can only save rgb image.
I use my own scene test end the scene eyelandarts shared.
did i forget something ?

I found another little bug with the Weather texture. In an animation, atframe 112 the result is different. Only at frame 112 ...
 

dpont

Member
May be you are using the LW JPG format in 9.2,
try to save a simple F9 render in this format...

Nothing special at frame 112 in Weather here, this
report should be more detailed to simulate this
problem.

Denis.
 
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