Working in a very reflective experience space with lots of mirrors, and in order to have good control in post production, I need a set of multimattes rendering where all of my reflective materials are set to 'affect all channels' - that way when I tweak the color of an object, it tweaks the reflected version too.
However - this decimates the raw light / reflection etc passes and makes them useless, and I also need a set of multimattes that are object only to cleanly isolate the objects doing the reflecting (instead of also capturing reflections of those). So right now I have to render every image twice to get what I need, and a feature could be added that would mean I don't have to do this.
The feature request would be a new addition in the affect channels drop-down, so we would have:
Color only
Color + alpha
All channels
Duplicate multimattes (or some better name)
What the last one would do is take any multimattes in the scene (eg 'multimatte obj01') and render an additional 'multimatte obj01 ref' (or whatever you want to call it) as if 'all channels' in the shader was being used - so both are created. The light pass and other elements would then ignore this and render as if they're set to 'color only'
I am aware this would probably increase render time like setting a light select to 'full', but right now the only way to get what I need is to render every image twice and it's really messy. I am now doing some animation which is a real pain in the ass to control - attempting to render the second pass with lower settings is producing visible artifacts because it's not all clear/sharp mirrors.
However - this decimates the raw light / reflection etc passes and makes them useless, and I also need a set of multimattes that are object only to cleanly isolate the objects doing the reflecting (instead of also capturing reflections of those). So right now I have to render every image twice to get what I need, and a feature could be added that would mean I don't have to do this.
The feature request would be a new addition in the affect channels drop-down, so we would have:
Color only
Color + alpha
All channels
Duplicate multimattes (or some better name)
What the last one would do is take any multimattes in the scene (eg 'multimatte obj01') and render an additional 'multimatte obj01 ref' (or whatever you want to call it) as if 'all channels' in the shader was being used - so both are created. The light pass and other elements would then ignore this and render as if they're set to 'color only'
I am aware this would probably increase render time like setting a light select to 'full', but right now the only way to get what I need is to render every image twice and it's really messy. I am now doing some animation which is a real pain in the ass to control - attempting to render the second pass with lower settings is producing visible artifacts because it's not all clear/sharp mirrors.
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