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joeri

Posted: Thu Jan 30, 2003 9:42 am
Joined: 10 Jan 2003
Posts: 2242
Hi,

floating point format of ILM goes opensource.
http://www.openexr.net/

Does anyone want to put it in before siggraph?

-Joeri
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sedgetone

Posted: Fri Jan 31, 2003 8:37 pm
Joined: 17 Oct 2002
Posts: 49
Why ????

For digital film and grading it's fantastic, but to try and shoe-horn it into Blender's renderer as it stands would be a complete waste of time.

Sedgetone
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Eric

Posted: Fri Jan 31, 2003 9:54 pm
Joined: 16 Oct 2002
Posts: 192
sedgetone wrote:
Why ????

For digital film and grading it's fantastic, but to try and shoe-horn it into Blender's renderer as it stands would be a complete waste of time.

Sedgetone

Who said anything about Blenders renderer? Rolling Eyes
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joeri

Posted: Sat Feb 01, 2003 10:06 pm
Joined: 10 Jan 2003
Posts: 2242
Quote:
Why ????


As I understand it blender has a floating point renderer (unified renderer) but all this data is trown away by saving 24 bit RGB images.

-Joeri
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matt_e

Posted: Sun Feb 02, 2003 6:56 am
Joined: 14 Oct 2002
Posts: 897
Not to mention it's other capabilities such as (paraphrased from an email on a list I read):

- lossless compression support with multiple codecs
- unlimited channels (for example. to save multiple Z depth information channels, alpha channels, etc)
- support for crop windows so that even though the render may be at 2K resolution, you only need to actually save the data for a small number of pixels, if your rendered object only takes up a small part of the frame
- metadata support like f-stops, lens types, etc. etc.
- direct support for fast hardware manipulation with commodity NVidia cards

Looks pretty darn good to me!
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sedgetone

Posted: Sun Feb 02, 2003 4:08 pm
Joined: 17 Oct 2002
Posts: 49
I'm not knocking it's abilities... I'm just saying that blenders current renderer would need a complete re-write to be able to make use of these features. By all means get stuck in and start codeing!!!

Sedgetone Wink
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