lacreative.blogg.se

Aishadowmatte
Aishadowmatte







aishadowmatte aishadowmatte aishadowmatte

This has been extremely time consuming, however google zync has helped speed up this process. The alternative is to render these items without shadows and do only shadows alone in Mentalray, since the color/fabric doesn't affect shadows, only the general shape of the object.One of my main jobs this semester has been rendering. Unfortunately I do, since I'm rendering items of clothing, in this case a shirt, and I need to be able to switch out the collars and cuffs in different colors/fabric or designs (a set amount of different cuts). TBFX wrote:In your scene do you absolutely need to render the parts seperately? Above I'm really talking about integrating CG with live action plates but if the scene is completely CG could you render it all in one pass? My personal opinion when rendering full CG with an unbiased renderer is it's always best to do it in a single pass if at all possible. I know there are several reasons you may want seperate passes, including rendering in different renderers, but if it's not possible then maybe a single pass and an ID pass would work. In your scene do you absolutely need to render the parts seperately? Above I'm really talking about integrating CG with live action plates but if the scene is completely CG could you render it all in one pass? I don't know how difficult these things are in a path tracer but it is what is needed. This is something that makes the shadow catcher only useful for very simple scene integration and we really do need to be able to set shadow catching geometry to not cast shadows when appropriate.įor a full CG integration workflow we also need the ability to have objects invisible to primary rays but still contribute to the scene in every other way. It doesn't appear to be possible, not at this time anyway. The "Cast Shadows" and "Recieve Shadows" options aren't supported, is there another way to achieve the same result? See below.What I want is for only the hands (and stick, don't worry, it's just a cylinder ) to cast shadows onto the fabric (in alpha) but the fabric can't cast shadows onto itself since when combining the two images (rendering fabric and hands separately) this will result in double the shadows for the fabric layer. We're trying to achieve having an object (A) casting shadows on a matte/invisible object (B) without having object B casting shadows onto itself. Tailorstore wrote:On another shadow-related post.









Aishadowmatte