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od_uberpass [2018/05/01 18:01]
oliver
od_uberpass [2018/09/12 14:53] (current)
oliver [Main Parameters]
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 ====== OD UberPass ====== ====== OD UberPass ======
 +
 +===== What is UberPass =====
 +
 +In its most simplistic form it could be considered scene states. ​ Variations or passes are stored and can be recalled in full or in segments. ​ Its extremely versatile, flexible and easy to use, allowing the user to focus on their creative and letting the tool handle all the technical details. ​ The implementation allows the sharing of the scene states over a network or cloud services such as Dropbox or google drive, and with that, multiple users can work directly on the same exact scene. ​ A user could work on surfacing specific objects, while another user works on the animation, and yet another on the lighting of a scene. ​ States can be at any point combined. ​ Plugins, Motions, Camera, Lights, Objects, Bones, Images, Instancers, Background Setups, etc, all are part of a state, which is automatically saved every time a pass is created and then on restore, the user has the option to recall all parts, or just segments of a state.
  
 {{ :​uberpassgui1.png?​nolink |}} {{ :​uberpassgui1.png?​nolink |}}
  
-* **Path**: This is where you store the location of the passes. ​ This directory should be scene specific, but otherwise has no restrictions on where it can be.  You can also share it via dropbox ​or other cloud solutions as well as network drives in order to have multiple people have access to the same scene.+===== Main Parameters ===== 
 + 
 +  ​* **OverLay**: 
 + 
 +Simply puts the name of the pass in the openGL Window. 
 + 
 +  * **AutoLoad**:​  
 + 
 +Immediately loads a pass on selection. ​ With it off, you can delay the loading (which ​is beneficial when you breakout passes) 
 + 
 +  * **Path**:  
 + 
 +The location of where you store the passes. ​ This directory should be scene specific, but otherwise has no restrictions on where it can be.  You can also share it via Dropbox ​or other cloud solutions as well as network drives in order to have multiple people have access to the same scene
 + 
 +Selecting a pass restores the current scene to the state of the pass. 
 + 
 +  * **Name**: 
 + 
 +The Name of a pass.  This could be anything of your choosing. 
 + 
 +  * **Color**:​ 
 + 
 +Optionally, you can set a color of a pass.  A use case would be for example to pick a color for each user of a scene, where multiple people are working on.  Furthermore,​ you could pick a color that depicts final or render-able passes versus "​experiments. 
 + 
 +  * **Notes**:​ 
 + 
 +Optionally, you can add some notes that might help you identify the pass later. 
 + 
 +  * **Create**:​ 
 + 
 +Creates a pass.  It is important to note, that during the creation, ANYTHING will be saved, regardless of GUI selection. 
 + 
 +  * **Delete**:​ 
 + 
 +Deletes a selected pass. 
 + 
 +  * **Delete All**: 
 + 
 +Deletes all Passes. 
 + 
 +  * **Breakout Passes**: 
 + 
 +You can select one of multiple passes. ​ This will create a subscene/​objects folder that creates the objects/​scenes relevant to the pass.  The result, would be what you'd throw on a render farm, or render out, or pass on as individual scene, or, simply remove it after rendering. 
 + 
 +  * **Refresh List**: 
 + 
 +Refreshes the Passes List.  This would be necessary to see any passes created by another user on another machine, sharing the same passes directory. 
 + 
 +  * **Selected Only**: 
 + 
 +On Restoring a pass, only the selected objects will be updated. ​ This, on large scenes, can be a timesavor in  
 + ​restoring a pass.  With this option, it makes it easy to only load the states of specific items. 
 + 
 +  * **Scene Graph**: 
 + 
 +This option is experimental. ​ It recreates the parenting, removes objects and adds objects that were present during the scene. ​ Because of how Lightwave creates its ItemIDs, this can potentially lead to issues of items being referenced wrong in plugins/​expressions and other scenarios. ​ The keyword is potentially. ​ A lot of the times, it works perfectly fine.  This option will graduate from experimental status when some more features are added to the core of LW. 
 + 
 +  * **Image Editor Updates**:​ 
 + 
 +This option updates the Image Editor and any changes made in the panel. ​ By default, this is off, as it will actually remove all the images and reload them, due to a limitation of how LW handles some of the data.  There'​s nothing wrong with it, however, if you have 100 images, this could get slow, which is why I made it optional. ​ IF you are not changing any Image adjustments (such as brightness/​contrast/​gamma) and or apply plugins to the images in the image editor panel, then this option is not needed. 
 + 
 +  * **Hide/​Reopen Graph Editor**: 
 + 
 +On large scenes, on recall, an open graph editor might slow down the process of storing and restoring the states. ​ This option simply makes sure the graph editor is closed during the update, and reopens it (in case it was open). ​ This again is optional, because sometimes you might want to adjust keyframes in a graph editor, and keep it open for quick succession of edits. 
 + 
 +===== Pass Helpers ===== 
 + 
 +  * **Iso GL**: 
 + 
 +Isolates the currently selection and sets all un-selected objects to be hidden in OpenGL 
 + 
 +  * **Others Inactive**:​ 
 + 
 +Deactivates all un-selected objects from rendering. 
 + 
 +  * **Others Unseen**: 
 + 
 +Sets all un-selected objects to be unseen by camera. 
 + 
 +  * **Others No Rays**: 
 + 
 +Sets all un-selected objects to be unseen by Rays. 
 + 
 +  * **Others No Rad**: 
 + 
 +Sets all un-selected objects to be unseen by Radiosity. 
 + 
 +  * **Others No Shad.**: 
 + 
 +Sets all un-selected objects to not cast shadows. 
 + 
 +  * **Matte Obj**: 
 + 
 +Sets the matte object toggle for all selected objects. 
 + 
 +  * **Set Active**: 
 + 
 +Activates all selected objects to render. 
 + 
 +  * **Set Unseen**: 
 + 
 +Sets all selected objects to be unseen by camera. 
 + 
 +  * **Set No Rays**: 
 + 
 +Sets all selected objects to be unseen by rays. 
 + 
 +  * **Set No Rad.**: 
 + 
 +Sets all selected objects to be unseen by radiosity. 
 + 
 +  * **Set No Shad.**: 
 + 
 +Sets all selected objects to be not cast shadows. 
 + 
 +===== Full vs Segment Mode ===== 
 + 
 +{{ ::​uberpassgui3.png?​nolink |}} 
 + 
 +  * **Pass Mode**: 
 + 
 +With the full mode activated the selected pass is restored in its entirety. ​ Segment Mode allows you to restore individual parts of a state. ​ As an example, selecting lights will only update lights, selecting objects, will only update the objects. ​ Furthermore its is possible to specify which "​parts"​ of a segment is to be restored, for example, its possible to only restore the motions or surfaces, etc of an object. ​ The "​A"​ button simply toggles All, and "​N"​ deactivates all segment buttons. 
 + 
 +  * **Quick Sets**: 
 + 
 +Quick Sets are for quickly storing and recalling 10 different setups of segment modes. ​ To store, simply select the Store button, adjust the segment setups, and click the number you want to store that "​preset"​ in.  To recall, click the recall option, and the number you which to restore. ​ Those numbers, can also be selected via the 1 to 0 key on the keyboard. 
 + 
 +===== Introduction Video ===== 
 + 
 +{{vimeo>​267476272?​medium}} 
 + 
 +===== Limitations ===== 
 + 
 +There are few things, that are currently not supported until adequate changes can be made by the LW Group.
  
-**Name**+  ​BoneDisplacement Maps (T-Buttons) ​Save/​Load works, but that's it, as long as they were always present, they will save/load the different states. ​ But it will not work when one state has them enabled, and the other not. 
-**Notes**:​ +  Stereoscopic Camera Display OptionsAnaglyph openGL mode and Apply Anaglyph filter
-* **Create**:​ +
-* **Delete**:​ +
-* **Delete All**: +
-* **Breakout Passes**: +
-* **Refresh List**: +
-* **Selected Only**: +
-* **Scene Graph**: +
-* **Image Editor Updates**:​ +
-* **Hide/​Reopen Graph Editor**:+
od_uberpass.1525219299.txt.gz · Last modified: 2018/05/01 18:01 by oliver