Thinkbox is looking into providing support for deep images in Krakatoa. However, I am looking for some feedback for what you (the beta testers) want.
There are two aspects to this topic:
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- Deep images for shadows and mattes:
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[]a) Import deep shadows from the geometry renderer into Krakatoa. This is to replace holdout masks, eliminating the need to export matte mesh files into Krakatoa:
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[]Casting geometry shadows onto particles: A deep image of the matte geometry is rendered by the geometry renderer from each light in light-space. These images are imported into Krakatoa
- Deep images for shadows and mattes:
- Occluding particles from camera view: A deep image of the matte geometry is rendered by the geometry renderer from camera space. This image is imported into Krakatoa.
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[]b) Import deep shadows from Krakatoa into the geometry renderer. This would cast shadows from the particles onto scene geometry.[/:m][/list:u][/:m]
[]2) Deep images as an output format for doing deep compositing. Only suitable for studios that do deep compositing.[/:m][/list:u]
Formats:
There are a lot of deep image file formats. Every rendering application seems to have its own format. Here are a few:
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Pixar’s DTEX format.
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[*]Proprietary format used by PRMan to read and write a deep shadow data. -
Suitable to replace holdout masks.
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Suitable as an output format for Krakatoa because DTEX images can be imported into Nuke. Studios such as AnimalLogic have used DTEX files in Nuke for full deep image compositing pipelines.
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Unsuitable for any workflow that doesn’t render geometry using PRMan.
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[]Houdini’s RAT format. -
RAT files are deep images rendered by Mantra.
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Suitable to replace holdout masks.
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Unsuitable as a Krakatoa output format because no compositing engine currently supports them.
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Unsuitable for any workflow that doesn’t render geometry using Mantra.
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[]3Delight’s DSM format: -
Proprietary format used by 3Delight to read and write a deep shadow data.
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Suitable to replace holdout masks.
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Unsuitable as a Krakatoa output format because no compositing engine currently supports them.
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Unsuitable for any workflow that doesn’t render geometry using 3Delight.
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[]OpenEXR 2.0: -
OpenEXR 2.0 will include support for deep color images. The general consensus is that this will become the standard for deep rendering and compositing.
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DOES NOT CURRENTLY EXIST!
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Deep Shadows Pipeline:
- Could technically work with any geometry renderer that supports writing and reading deep shadow maps. Most likely PRMan’s DTEX format would be targeted first.
- Which would be higher priority: casting geometry shadows onto particles, or casting particle shadows onto geometry?
- Would implementing a workflow using DTEX or RAT for shadows be currently useful to anyone? Or are there other workflows that would be required?
Deep Image Compositing Pipeline:
- Currently the only feasible workflow that I can see uses PRMan, Krakatoa, and Nuke. Beauty pass deep images of the geometry could be rendered in PRMan, and composited in Nuke using beauty pass deep images rendered in Krakatoa.
- Are there any other deep compositing pipelines that are currently feasible?
- Would implementing Krakatoa DTEX deep images output be currently useful to anyone?
Any feedback you have on the issue would be greatly appreciated!