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  • compositing tutorial

    Hi guys,

    since there is no commercial renderfarm supporting Phoenix FD (at least I don't know about any):
    to save some time I could render the scene without fluid/fire on a renderfarm and the fluid/fire on my own computer. Do you have any tipps on how to do the perfect compositing afterwards? The reflections, shadows and so on should look as "fully rendered" as possible...

    Best regards
    Fabian
    zwischendrin.com - HDRI panoramas, HD textures, stock images, SFX and more

  • #2
    This will be very difficult to handle. It will totally depend on the scene and how complicated it is.
    One way to extract shadows and reflections will be to use VRayMtlWrapper on all the objects in the scene except the Phoenix simulation. But still this will work only in some specific cases.
    Best regards,
    Zdravko Keremidchiev
    Technical Support Representative

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    • #3
      currently we are working over tutorials for the most used simulation cases, and some of them include compositing. for example, object falling over infinite ocean surface - this case needs relatively complex compositing, first for the splash/foam (it's quite faster if the liquid and the splash are rendered separately) and second for the simulator and ocean blending.
      ______________________________________________
      VRScans developer

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      • #4
        Hi!

        I didn't think that someone would answer this post after waiting some time without answer.
        It would be really great to see some tutorials for that!
        zwischendrin.com - HDRI panoramas, HD textures, stock images, SFX and more

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        • #5
          Would be great to see this tutorial
          Originally posted by Ivaylo Katev View Post
          currently we are working over tutorials for the most used simulation cases, and some of them include compositing. for example, object falling over infinite ocean surface - this case needs relatively complex compositing, first for the splash/foam (it's quite faster if the liquid and the splash are rendered separately) and second for the simulator and ocean blending.

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