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#1 2016-04-11 16:28:19

hulud
Guerilla dev, the guy to hug

OpenEXR/Id

New in Guerilla Render 1.4.0b35 !

https://youtu.be/W_ltvSMrwnQ

Guerilla Render can now saves your images using a new storage scheme based on OpenEXR 2.

Using such EXR/Id files, the compositing artist can isolate an object selection (by picking them or using a regular expression to match their names) and color correct them with no edge artefact, which was not possible to achieve without rendering the object selection on its own layer.

The technique is demonstrated in an open source software suite, including a library to read and write the EXR/Id files and an OpenFX plug-in which generates the images in any compositing software. All this is included in Guerilla Render 1.4.0b35.

https://github.com/MercenariesEngineering/openexrid

Image Credits : © 2015 LPPTV – LITTLE PRINCESS – ON
ENTERTAINMENT – ORANGE STUDIO – M6 FILMS – LUCKY RED


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#2 2016-04-13 06:24:01

Narann
Member

Re: OpenEXR/Id

This feature is amazing! Great work guys!

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#3 2016-04-13 09:54:26

hulud
Guerilla dev, the guy to hug

Re: OpenEXR/Id

Thanks ! I was depressed nobody react on this one ;-)


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#4 2016-04-13 15:58:27

colin
Member

Re: OpenEXR/Id

Super !
Beau taff, je vais tester ca asap !


Technical Director Rendering/Compositing
At Illumination MacGuff.

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#5 2016-04-13 17:49:47

Narann
Member

Re: OpenEXR/Id

TBH, Peoples here often discuss about this and are very interested to test.

But as we are finishing project we haven't done the move to 1.4 yet.

We render _a lot_ of mask AOV and I really hope this feature could fix the problem once for all. smile

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#6 2016-04-13 18:12:52

hulud
Guerilla dev, the guy to hug

Re: OpenEXR/Id

Yes rendering alpha OpenEXR/Id images will replace all the masks images.. But after that, why not replacing all the layers ? ;-)


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#7 2016-04-13 22:49:16

Narann
Member

Re: OpenEXR/Id

hulud :

But after that, why not replacing all the layers ? ;-)

I like the idea but you can't replace them all.

Env are very slow to compute so you render env without character then render characters on another layer. This also allow you to rerender the character when there is animation retake without having to rerender the env (sometime, just the head animation change, you don't want to rerender the env).

It's more a validation process limitation than a technical one.

But whatever, having the possibility to "merge" fixed layers into one render/image offer some interesting perspective!

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#8 2016-04-14 08:49:10

hulud
Guerilla dev, the guy to hug

Re: OpenEXR/Id

Ok I get it.


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#9 2016-04-15 08:42:04

Kristof
Member

Re: OpenEXR/Id

Late for work because of this awesome feature, hehe. Have been considering CryptoMatte, but Psyop decided to pull it back. I do believe that Anders Langlands of Arnold/al shaders's fame is going to implement it soon, but now we have Guerilla Render that's beating them to the punch!

I'm not a Nuke fan and try to avoid it as much as possible, so I was also thrilled to read that it works in other compositing applications too, via ofx. I'm using Fusion mainly and the ofx plugin is there, so far so good. Would you guys happen to have a demo "OpenEXR/Id" file to make sure it actually works in Fusion? I don't think I will be able to whip up something just like that as I haven't worked with Guerilla Render before myself.

Congrats on the release, just this feature alone is super-duper cool!!! Thanks guys!

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#10 2016-04-15 09:03:07

hulud
Guerilla dev, the guy to hug

Re: OpenEXR/Id

Hi Kristof,

Right now we only tried Nuke and Natron, we would love to know if it works in Fusion !

What you can do is downloading the test images and the plug-in and give it a try. The binary on github is not up to date, you may experience a crash if you "region select" larger than the image.

https://github.com/MercenariesEngineeri … beta.2.zip
https://github.com/MercenariesEngineeri … d?raw=true
https://github.com/MercenariesEngineeri … d?raw=true

Thanks for your help !


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#11 2016-04-15 09:20:36

Kristof
Member

Re: OpenEXR/Id

Thanks for your quick reply and files, Hulud! I'll keep you posted and I'm going to tell fellow fusioneers about it. smile

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#12 2016-04-15 09:24:49

Kristof
Member

Re: OpenEXR/Id

Okay, not sure if I'm doing it right but gave it a quick try and got this error (couldn't resit):

Error: fr.mercenariesengineering.openexrid returned kOfxStatFailed for OfxImageEffectActionRender
OpenEXRId1 failed at time 0

Natively, Fusion doesn't support deep images (yet) and maybe that's the reason and I'm being too optimistic here?

Last edited by Kristof (2016-04-17 23:06:22)

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#13 2016-04-15 09:47:42

hulud
Guerilla dev, the guy to hug

Re: OpenEXR/Id

No it doesn't need the host software to support deep image. I take a look smile


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#14 2016-04-15 15:02:12

Narann
Member

Re: OpenEXR/Id

hulud :

it doesn't need the host software to support deep image.

You guys will never stop to surprise me, good job!

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#15 2016-04-17 23:54:45

Kristof
Member

Re: OpenEXR/Id

Regardless of deep support? Whoa... Tried it in Natron to have a go at it. This is really useful, hulud. Thanks again!

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#16 2016-04-18 09:23:40

hulud
Guerilla dev, the guy to hug

Re: OpenEXR/Id

Kristof, I'm negociating a Fusion license with Blackmagic to fix that. But no news for the moment..


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#17 2016-04-19 23:00:58

Kristof
Member

Re: OpenEXR/Id

Fingers crossed, hulud smile I hope Blackmagic sees the potential.

Btw, congrats on "Le Petit Prince". Saw that movie on DVD a few weeks ago and was stunned by the quality. And not just pretty images, nice story too, top-notch animation and camera work.

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#18 2016-04-22 08:04:06

Kristof
Member

Re: OpenEXR/Id

Regarding the "add bounding box per id" issue raised on Github, you can add a node in comp right after your loader with given selection settings that will set the domain based on the alpha channel. So it's not a biggie, I'd say.

Maybe have the default pattern on the loader set to "." so it will show the entire image. Didn't know what I was looking at when I first tried your tool.

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#19 2016-04-22 09:01:25

hulud
Guerilla dev, the guy to hug

Re: OpenEXR/Id

Yes, both are good points !


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#20 2016-05-30 21:43:06

Kristof
Member

Re: OpenEXR/Id

Hello again,

Any news re getting it to work in Fusion?

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#21 2016-06-11 08:50:04

Kristof
Member

Re: OpenEXR/Id

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#22 2016-06-14 18:28:03

MattRM
Member

Re: OpenEXR/Id

Hi all,

Just a question, try it on 1.4b38 linux (on dual Xeon - 24 threads) and with same samples, the rendering time is really increased than without openexr/id. For standard exr on a basic scene with a little particle system, 3 spheres and a plane and a skyLight :
Standard EXR : 46,7 sec
Deep EXR : 50,7 sec,
Openexr/id : 1h27m54s

What I missed in my setup ?
I just activate openexr/id as output, need to be other things ? My sampling is 128 samples.

Thanks,

Matt

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#23 2016-06-14 18:58:20

Ben
Guerilla dev, the guy to hug

Re: OpenEXR/Id

Hi Matt,

don't worry, we also noticed that, this should be fixed soon.


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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#24 2016-06-14 20:39:32

MattRM
Member

Re: OpenEXR/Id

Hi Ben,

Oki, thanks wink

Matt

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#25 2016-06-27 23:55:13

Ben
Guerilla dev, the guy to hug

Re: OpenEXR/Id

Hi Chase,

Glad you asked, I've had this sorted out recently.
The next Guerilla release will be shipped with it!

Best!

EDIT: Chase comment disappeared, but that was about a crash in Nuke 9. I imagine this was Linux related because the Windows build should not be subject to DLL issues.


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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