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Biased channels

Posted: Thu Sep 30, 2010 7:05 pm
by jc4d
Hi all,
I guess this topic is going to be a little sensitive but I have to talk and/or ask about this.
Why Alpha, ID material, Object material, etc. have to be unbiased if this channels don't take any advantage of the physically correct calculations or light spectrum?
Time to time I have to make a new render just with ID and alpha active and this take so much time to clear, no matter if I deactivate caustics and GI, so this is part wish and looking for answers. :D
I don't want to create any controversial topic or anything, just simple curiosity about this.

Cheers
JC

Re: Biased channels

Posted: Thu Sep 30, 2010 9:18 pm
by sampson
I think it's because all still contain camera associated characteristics like DOF and these improve/converge over time with the render and it's not something that could simply be photorealistically presumed/calculated straight away without it going wrong & mucking up the final comp.

Re: Biased channels

Posted: Fri Oct 01, 2010 1:10 am
by JorisMX
I suggest accessing your 3dpackage renderer to do these passes.

Most of the time I use the maxwell channels but when the time is pressing and the client is sweating this seems to be the best solution for now