What advantages does psd have over tiff? You can store arbitrary channels in tiff files. It supports as high bit-depth per channel as you need too. You can store a 32-bit floating point z-buffer in a tiff file from Renderman for example.
Render passes look ace, but I have a couple of minor niggles about how a Blender user makes use of them.
As has been stated, to read the EXR format, one can download a plugin to use with Photoshop. This is my first major gripe. To read the file in this way, a user would have to be using Photoshop. Photoshop ain’t cheap and ain’t ‘open’ in the way Blender and the openEXR format is.
So what are the alternatives for us freebie, open-source fans? I don’t think GIMP can open EXR files, can it?
Since I don’t think GIMP can, what else is there in the open-source arena for editing openEXR format files?
Also, whilst I can understand Blender’s coders wishing to implement openEXR as a format, I reckon that a Blender user should be able to decide what the render passes are saved as.
Using a TIFF/TGA format would be a perfectly viable alternative for most folk I’d imagine?
Just seems strange that Blender is finally getting render passes, and the format of choice could be tricky to work with in image manipulation tools.
Now if I’m wrong about anything, that’s okay. I’m open to a discussion on this as I honestly can’t think of how someone can edit openEXR files in anything other than Photoshop %|
At least Cinepaint has high-bit colorspaces but I don’t know if it has OpenEXR.
Krita has 16 bit per channel colorspaces and support for openEXR in CVS (so they will be in the next official version, 1.5). It was still very buggy a few weeks ago when I tried it but I don’t know if the situation has improved.
Wicked! Passes look like they are very nicely implemented. I really hope the rest of blender moves more over to this node workflow. I’d prefer if AO became a node for an example. Would be so much more flexible and useful.