Unified Renderer

Anyone use this option in ways they’re happy with? Any tips or suggestions on using it to produce better quality renders?

Unified Renderer works great.

If you have halos and textures with alpha in general results are much better unless you use stars and rings in your halos, which are buggy.

Stefano

The unified renderer gives good results if you have say
multiple particle materials in an explosion. The particles
appear at least to be rendered properly according to Z depth;
this of course takes longer.

You generally have to adjust the post setting which
appear on the left in the F10 window once the unified
renderer is activated to get back to the original color
balance.

Oh and be careful if you have non zero add values
on other non particle mesh materials… these might
need tweaking too.

what i sthe unified renderer for? does it provide a different render algorythem or only few different render settings like gamma etc… ?

eicke

An old post found with google but I can’t say more…

What it does is to render everything in one pass rather than rendering layers. What blender’s normal renderer does is render layers: Transparent first, then mesh, then halos. So, if you have a halotex on something that’s behind a mesh, the halos will show through on the regular renderer. With the unified renderer it won’t.

This, of course, kills the transparency in RGBA. But, what you can do is render twice: once as col map with unified renderer, and once with a luma map and no background except black (i.e. crank up all the ref and emit and light values until everything is white). Then, use the luma map as an alpha map (ext. matte) in Axogon. Then, you get the best of both worlds.
-Lokmer