Arnold nodes request

Arnold nodes request

Slava_91
Advocate Advocate
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Message 1 of 6

Arnold nodes request

Slava_91
Advocate
Advocate

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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1,185 Views
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Replies (5)
Message 2 of 6

lee_griggs
Autodesk
Autodesk

Have you tried the Cache shader?

Lee Griggs
Arnold rendering specialist
AUTODESK
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Message 3 of 6

Slava_91
Advocate
Advocate

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.

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Message 4 of 6

maxtarpini
Collaborator
Collaborator

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.

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Message 5 of 6

Slava_91
Advocate
Advocate

maybe, it's just a simple question

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Message 6 of 6

Slava_91
Advocate
Advocate

Please add Gobo filter support for AreaLight

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