|
 |
Chris Huff <chr### [at] yahoo com> wrote...
> Hmm, it would be nice to have this use the "label" feature, having a new
> "index" feature seems to make for a total of 3 different ways to specify
> an object. The labels could probably be represented internally as an
> index, though...
I have considered that, and that is a good idea. The current problem is
that if an object is labeled, that is a flag for POV to make it persistent
(when persistent_animation is enabled). Of course, that could be changed so
you have to set a "persistent true" flag or something like that, then the
labels could be used for stuff like post processing.
> but I have another idea:
> Why not just make this an object pointer? You could add some
> post_process flags to the object, maybe including an ID number(or a
> string, light groups style), and having the pointer to the object
> accessible could also come in handy. It would point to the object at
> Depth, not necessarily the first object.
The problem is that currently the objects in the scene have been destroyed
by the time you get to the post-processing step. Also, if you tried to do
this with continued renders (or network-distributed renders), you'd run into
major headaches.
> Again, it could be nice to have anti-aliased as well as non anti-aliased
> versions, although that would double the memory usage...maybe just
> include code that could do that if it is needed in the future, and
> comment it out for now.
Already the post-processing buffers can consume lots of memory. It
currently only allocates specific buffers if you actually use them. This
same approach could be used for allowing both anti-aliased and
non-antialiased versions.
-Nathan
Post a reply to this message
|
 |