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Support me on blender market: https://blendermarket.com/products/industrial-aov-connector
Install on blender extensions: https://extensions.blender.org/add-ons/industrial-aov-connector/
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Tips:
本插件支持保留已经存在的节点,非破坏性编辑合成节点树,创建节点时按“更新当前可视层的节点”即可
This plug-in supports retaining existing nodes and non-destructively editing. Just press "Update Current ViewLayer"
插件面板位置:属性面板→视图层
Plugin panel location: Properties Panel→View Layer
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目前支持3.3 - 最新版 Supports blender 3.3 - newest by now (2024.11.14)
支持材质通道分层与灯光组分层,也支持混合分层。从设计之初就支持多个视图层。本插件可以智能地帮你连接渲染aov与图层,智能地根据输出类型使用降噪节点,将三维数据层(position/normal)转换为nuke标准(fusion和ae理论上也可以直接用)。2.1以后还支持高精度无锯齿z和p层,以及假deep通道。
Supports material based aovs and light group based aovs, also can do hybrid. Supports multiple Viewlayers from scratch. This plugin can make output nodes automatically for you, intelligently make denoise nodes based on the outputs' type, convert position/normal pass to nuke standard passes (fusion and ae can also use in theory). After version 2.1, the plugin can output hi-res anti-aliased z and p channel, and a fake deep channel.
Update Log:
2024.11.14: version 2.5.0
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修复了一些bug
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继续优化UI,添加了更多自定义选项
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添加了reference position输出(Pref),需要在高级模式下使用独立数据层,且使用层材质覆盖
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新版数据通道命名,更加易懂,类型统一(设置中也提供了旧版命名可供切换)
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Fixed some bugs.
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Continued optimizing the UI and added more customization options.
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Added reference position output (Pref), which requires using an independent data layer in advanced mode, and utilizing layer material override.
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New data channel naming for better clarity, with unified types (the old naming convention is also available in settings for switching).
2024.8.13: version 2.4.0
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插件设置中的新开关允许你不生成停用渲染的viewlayer的节点(默认开启)
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插件python语法优化,将不常修改的函数独立为库
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The new switch in the plugin settings allows you not to generate nodes for view layers that are disabled from rendering (enabled by default)
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Optimize the plugin's Python syntax by separating infrequently modified functions into libraries
2024.7.21: version 2.3.0
修复了一些bug,调整用户界面以加强引导,完全支持blender 4.2
Some bugs fixed, improved user interface, fully support for blender 4.2
2024.5.30: version 2.1.0
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基于视图层材质覆写的精确Depth和Position通道,与RGBA逐像素对应
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假DEEP支持,可输出在nuke中使用Deep From Image节点一键生成DEEP通道的魔改z通道
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支持blender extensions
*1. Accurate Depth and Position pass based on viewlayer material override, align with RGBA pixels
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Fake DEEP support, this will output a modified Z channel for generating Deep data in nuke with Deep From Image node
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Support blender extensions
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功能 Features :
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现阶段仅支持exr输出。可以选择将颜色和数据分开输出成两份文件,或将Cryptomatte再分开输出成三份文件,或者合并输出。分开输出时可以使用小体积的16位exr输出颜色aov(实用主义至上,颜色aov没有用32位的必要,当然你也可以选择用32位)
Now only support exr fileoutput. The ability to seperate color and data passes into 2 separate files, or further split Cryptomatte into 3 separate files, or output to 1 single file. If seperated then it's able to use 16bit exr for color (better "Pragmatism" option, color aovs use 32 bit is a waste, but you can still choose 32 bit)
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可以一次性创建所有视图层的输出节点,也可以只创建或更新当前视图层的节点
Can build nodetree for all viewlayers at once, or only buid or update current viewlayer's nodetree.
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可以选择将输出的文件保存至渲染文件夹或是各个输出子文件夹内(基于原生渲染设置里的输出路径)
Can output to renderpath or each outputs' subfolder(based on blender render path)
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可以选择是否使用降噪节点
Can choose whether to use Denoise nodes
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自动排列在合成器中生成的节点树
Auto arrange nodes generated in compositor
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一键删除无用的blender默认渲染文件(可选开关)
One click remove useless default render output files (Optional)
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自动在输出时将数据转换成nuke标准
In blender data conversion for nuke standard passes
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输出艺用Depth通道,规格化为0-1的depth
Ability to output an artistic depth channel, depth that normalized to 0-1
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基于视图层材质覆写的精确Depth和Position通道,与RGBA逐像素对应
Accurate Depth and Position pass based on viewlayer material override, align with RGBA pixels
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假DEEP支持,可输出在nuke中使用Deep From Image节点一键生成DEEP通道的魔改z通道
Fake DEEP support, this will output a modified Z channel for generating Deep data in nuke with Deep From Image node
Join Discord for discussion: https://discord.com/invite/qGyYXUNTnm