extended flm file idea

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extended flm file idea

Postby patro » Sat Nov 20, 2010 2:02 pm

Hi all,

I want to share an idea that I had...so please consider what you will read just like a thinking loud :)

I was thinking about composting, LuxRender, the new save image function from Olliebrown and the Fryrender swap( :twisted: ) app.

well let me explain my idea... and I hope to get some feedback

for example we have a room to render...
1) walls, windows, floors, doors lights and all the things that are to find as "default" in a scene.
than we have a second set of things,
2)furniture, ornament, lamps, carpet, pillows and more and etc..

my idea is to have a called "default.flm" for all the obj listed in the 1 set, then a series of flm files. well... each flm file contain an obj or a group of objs... like a sofa (upholstery and structure if they are separated), from set 2 plus all necessary(shared) info contained in default.flm if necessary.

this way.... later.... for composting porpoise..... we can open the default.flm .... and merge all or just only one flm file from the second groups and save the image.

I think that a limitation for my idea are shadows casted from an obj from set 2 on another obj from set 2... and I'm sure that there are more limitations that I can't see :(

well this way Luxrender must have a forth window... Render, Log, Network, Queue and something like "StudioFLM".... where all flm from the FLM scene directory are listed in tree... flagging each of them... is like to turn on a layer in gimp or ps... where an obj is added to the scene.. now we can save the image.

since the flm contain the color(?) image info about the obj including shadow... all similar data can be skipped during the merging process.

an additional feature... could be a color piker to play with the "diffuse channel" of each obj... so to have more to play with.

as I say mine is like a thinking load... but if some one find it interesting.... can correct my idea and base it on something that is feasible and usable for the LuxRender community

thank you to all for reading.

Patro
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Re: extended flm file idea

Postby Dade » Sun Nov 21, 2010 2:38 am

Patro, it can not work in the contest of a physically correct rendering. There are too many interactions between objects in a rendering to let a simple image composition to work (i.e. shadows, reflections, refractions, etc.). It requires to save a lot more information than just "pixel colors" and some huge modification to the rendering process ... probably ending with a result that is not physically correct anyway.

P.S. SLG-like Live Mode can solve the same kind of problem and it is "easier" to implement.
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Re: extended flm file idea

Postby patro » Sun Nov 21, 2010 4:57 am

Dade, thank you to had taken the time to answer me!

well.... from your words I deduce that the "live mode" will most probably implemented like in SLG... this is a good news :)

the live mode is awesome.... obviously it *restart* each time you telnet a change.

my idea was referring to a complex great scene with a lot of objs with high rendering time.... but like you say... in my idea, there a lots of problems ending all in a non physical accurate result.... and this have not sense.
thank you

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