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Design tools for render and composite pipeline #90
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For every shot there is a versioned 'compositing' folder. I was thinking that we could implement a checkin/checkout for nuke? We could also put a 'renders' folder (or something of the like) in the shots folders. |
I was thinking along the same lines for compositing. In the tutorials The next question is enforcing render locations/formats for lighting
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As long as that doesn't hurt the artists troubleshooting abilities. I know people like to render to disk for testing/troubleshooting purposes.... we could perhaps also include a "To User Folder" option... I don't know, just some Ideas. |
Good ideas. This is why I started a "Design" issue so that we could figure We could also figure out a checkin/checkout system for renders so that On Tue, Feb 26, 2013 at 4:59 PM, bkingery [email protected] wrote:
Ethan Estrada "Education is a progressive discovery of our own ignorance." - Will Durant |
Are you talking about checkin/checkout for the lighting files (if so that is done) |
The second one (rendered image files). Although, I know for me, when I On Tue, Feb 26, 2013 at 5:21 PM, bkingery [email protected] wrote:
Ethan Estrada "Education is a progressive discovery of our own ignorance." - Will Durant |
For the rendering pipeline, it could also be useful to output the mantra log somewhere, too. Often times, things never render and go unnoticed because of bad shaders, dlps, geo, etc. I'd like to have it separate log for each frame, but it'd be fine if it were in a single file as long as it's there somewhere. |
@nstandif I agree about render logs. HQueue does have the render logs of each frame based on the verbosity level of the mantra node that created the initial IFD file. It would be nice, however to find a way to dump this on disk so it is easier to do things like |
Did some general Nuke pipeline stuff in merge #115. I think we can bend Nuke to our will a little more, but for now we can at least load custom scripts, plugins and gizmos. :) |
For most of our films the pipeline for model/rig/animate has been fairly well defined, but our pipeline for the second half of the pipe is pretty weak. Asset management and shading are getting much stronger, but rendering and compositing are still poorly defined; people can put their renders anywhere/everywhere and use what ever format they want. Compositing is similarly ad hoc.
This issue is more about design and planning than actual coding.
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