05-07-2014, 09:39 PM
I did some testing with a production scene.
I set up multiple render passes to render out with a 32 bit exr.
I am viewing the results in NUKE.
Only the 'beauty' and 'objectvol' channels got me anything with the FumeFX.
The 'camera_depth' and 'camera_depth_remapped' and '3d motion vector' worked with only the geometry
of the shot-the fume was missing in action from those channels (but is visible in rgb).
Also tried doing specific passes -same difference.
From here it feels like none of this stuff supports volumes/voxel rendering-only geometry.
In Max isn't this handled with FumeFX channels output? Like you tell *FumeFX* what to render: fire only, smoke only, both smoke and fire, fuel, zdepth,etc. Thats what I was expecting as a feature in 3.5.3. Or at least a couple of check boxes equivilent. Or a checkbox under 'ffxMRVol'.
It doesn't feel like Maya/linux/mr understand FumeFX other than rgba. So it seems to me FumeFX has to 'override' the rgb result with a depth result option.
I set up multiple render passes to render out with a 32 bit exr.
I am viewing the results in NUKE.
Only the 'beauty' and 'objectvol' channels got me anything with the FumeFX.
The 'camera_depth' and 'camera_depth_remapped' and '3d motion vector' worked with only the geometry
of the shot-the fume was missing in action from those channels (but is visible in rgb).
Also tried doing specific passes -same difference.
From here it feels like none of this stuff supports volumes/voxel rendering-only geometry.
In Max isn't this handled with FumeFX channels output? Like you tell *FumeFX* what to render: fire only, smoke only, both smoke and fire, fuel, zdepth,etc. Thats what I was expecting as a feature in 3.5.3. Or at least a couple of check boxes equivilent. Or a checkbox under 'ffxMRVol'.
It doesn't feel like Maya/linux/mr understand FumeFX other than rgba. So it seems to me FumeFX has to 'override' the rgb result with a depth result option.

