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Arnold nodes request

5 REPLIES 5
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Message 1 of 6
Slava_91
403 Views, 5 Replies

Arnold nodes request

It is possible in future releases, add two new nodes, blur like a mipmap bias, but work with all nodes and procedural patterns(noises and etc.), and it can be connected anywhere in the nodegraph.
And baking node, for caching procedural node graph to disk in one file, maybe .tx, for more speed up render.
It would be cool, for work with procedural shading with more speed.

Sincerely,
Slava

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5 REPLIES 5
Message 2 of 6
lee_griggs
in reply to: Slava_91

Have you tried the Cache shader?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 6
Slava_91
in reply to: lee_griggs

Yes,

https://answers.arnoldrenderer.com/questions/1238/view.html

But this node perform not exactly I mean

I'm talking about full caching of all nodes,example like Bake point in mari.
It caching all node into one, like merge all layers to one texture, it free memory and speed up performance.

Message 4 of 6
maxtarpini
in reply to: Slava_91

That kind of stuff is never implemented from within a renderer. It's up to the DCC apz or plugin to implement it. When you request nodes you better think in terms of 'shading point' and what can be done there. Ie with blurring you'll need to work also on adjacent pixels and that's not something you do at shading time where you generally know only what you are shading at that point. Btw probably you've already the best system in place to flat out procedurals into bitmaps and it's substance designer that comes well support in any DCC.

Message 5 of 6
Slava_91
in reply to: maxtarpini

maybe, it's just a simple question

Message 6 of 6
Slava_91
in reply to: Slava_91

Please add Gobo filter support for AreaLight

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