Prim override for different render products - is it possible

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Hi,

When rendeirng two products in the same render i see you can change camera and AOV's and things. This could be good for rendering a UTILITY pass or obviously things like Deep. I was wondering would it ever be possible to override prim visibility for different products? I assume its not possible currently and maybe theory wise it doesn't make sense as they are both rendered at the same time just different data being produced.

I thought I would double check as sometimes when rendeirng a UTL pass for instance i wanna be able to prune BG objects or something that still show up because the BG env might be a matte in the character layer lets say. so my cryptomattes have the env in the Utility for the char pass. So usually we create different passes for BTY and UTL but it gets a bit messy.

Hope this makes sense,

Thanks

Alex
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In doing some more reading I can see that it seems it does break the render out when dealing with different products. tahts how it handles the change in camera thats possible. I wonder A - is it possible to access this after it breaks it outand B: why not provide more settings for altering the render products.

from Husk documentation.
Before the render process starts, (i.e. the prerender stage), husk analyzes the render settings primitive and partitions the render products. For example, it’s possible that a single render settings primitive renders two render products that use different cameras. Since the delegate can only render a single camera at a time, husk splits this single render into two separate render tasks (one for each render product). This partitioning is done after the prerender-script.
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