What image file formats are supported?

Started by Curly01, July 23, 2008, 04:26:04 AM

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Curly01

What image file formats are supported?

Since where in animation. I would like to have alpha channel enabled images file formats like PNG, RPF, RLA, with the possibility to render the the alpha channels seperatly and save them seperatly. It's not necessary but it would be nice to have an Zbuffer export to.

For 3D animators it would be nice to use terragen as there matte painting landscape modelling tool in which they could render out there landscapes. The 3D character animation could then be done in their original package. EXPORTING ONLY A PARTIAL PIECE OF THE TERRAIN WITH GRASSES AND TREES WOULD BE A NICE ADDITION. The animator could then render out an HDR image file -> use it for lighting the scene exactly like in terragen. USE THE PARTIAL PIECE OF TERRAIN AS THEIR MOVIE SET TO ANIMATE THE CHARACTERS and then composite the two over each other. If that is possible at a fast render speed GPU accelerated-> use Opengl rendering -> this guy will be very gratefull. Show the guy's from eon what you can do at a much faster render speed. IF YOU COULD EXPORT CAMERA MOTION AS A CURVE OR PATH AND IMPORT THIS IN YOUR 3D PACKAGE INSTEAD OF DOING MOTIONTRACKING THIS WOULD SAVE US SOME TIME.

Tangled-Universe

#1
Are these requests or complaints? ;) ;D

The only file-output options which are available and to my knowledge will be available are the ones currently supported.
- tiff
- bmp
- jpg
- exr

If you go to your temporary files (file -> explore temporary folder) you can also find the alpha-channels of the renders.
I've never tried it before and I'm not sure but I think you can let TG2 save an alpha-image in the output-tab of the renderer.

Z-buffer export isn't implemented, not yet. You can render a seperate frame where the last surface shader is a distance shader which generates a b&w image as a mask for the lens function in photoshop for example.
I've made a mini-tut about this over here:

http://forums.planetside.co.uk/index.php?topic=4231.msg46313#msg46313

I know this isn't really effective in production-pipelines since it costs lots of extra rendertime.

For the file-types and possible Z-buffer support one of Planetside's team should be more conclusive about this.
This is all I can tell...

Martin

Curly01

These aren't complaints. There just polite requests.  ;)

It would be great to use Terragen 2 as a terrain generating tool for CG in combination with a traditional animation package. If it renders faster then the eon stuff. (Beat them, with my complements ;D) I can imagine a CG studio doing crowd animation exporting the terrain from Terragen 2 using it as reference to start their crowd simulation, rendering on alpha channels with OpenEXR HDRI lighting on their characters. Using the same camera movement. Rendering the Terragen 2 scene and compositing it together creating a  walking army in a mountain pass.

There seems to be something like the mdd file format. It exports meshes with animation

http://forums.cgsociety.org/archive/index.php/t-503115.html

http://www.dstorm.co.jp/products/lw8/developer/docs/mdd.htm

Lightwave crowd animation

http://www.the123d.com/tutorial/lightwave2/crowd01.shtml


Oshyan

Martin has answered some of your questions, but I'll try to elaborate.

Current officially supported image formats are as Martin specified, with the addition of TGA. PNG's can also be loaded, but support is minimal. It will be improved in the future.

Alpha channels are always rendered out as separate images at this point and saved automatically in the temp folder as Martin mentioned. Layered images with alpha, z-buffer, and other passes all in one file will be implemented in the future. Z-buffer support will come along with that.

We have no immediate plans to support GPU-accelerated rendering. In general this is a specialized area that very few applications are supporting for generalized rendering. Support on the GPU-side is improving, but it will be some time before it's practical to support this.

For speed questions you will have to test this yourself for your particular needs. Given its rendering approach that is focused in displacement, TG2 is capable of doing things that most other renderers are not, and in this sense it is fast by comparison to other renderers not optimized for these types of scenes. TG2 can render quite fast in other scenes as well (space and planetary shots for example) where other renderers, including Vue, would produce both inferior results and longer render time. I would say however that our focus is competing on quality first while optimization efforts are ongoing.

Finally, to speak generally regarding working with other applications, this is something we will be improving significantly in the future. We don't intend TG2 to become much more general purpose, so while object rendering will be improved within TG2, we will be focusing most on an effective import/export system to handle more complex object rendering tasks. Integrating with other applications in a non-proprietary way is a significant goal for continued development.

For now there are a number of options discussed throughout the forums here, which you should be able to find with a few forum searches. If you need help finding the info you need let me know and I'll link you to a few of the most helpful threads.

- Oshyan

Curly01

I hope it beats Vue. I friend of mine has got a version of it and it takes about a half hour to render at full hd 1920 * 1080 pixel resolution, which is too much. They say ILM uses it. Not everyone has a billion dollar renderfarm. If you could make it fast enough to render out on a quad core pc or a small renderfarm things would be great. I'm already impressed by the quality of the renderings. Terragen rocks ;)

Curly01

Perhaps an idea of how "the competition" solves rendering with large scene objects. Rendering with proxys.


http://www.evermotion.org/index.php?unfold_exclusive=154&unfold=exclusive