i tried to continue a previous discussion on the beta forum here:
https://forums.chaosgroup.com/forum/...use-them/page2
but the forum is now locked.
I have several scenes where i need to do various version of the same product on different coloured backgrounds.
on a previous version of the job i made a seperate file, with the product materials all desaturated, the background geometry set to red, and the product excluded from illumination.
that gave me a nice mask to modify the reflection, refraction and gi contributions of the background in post.
the main render was done with a 50% grey background, which was then colourised using the mask. ive no idea if it was technically accurate, but it worked well enough that you couldnt see any obvious errors or strangeness.
i was really hoping for the new range of images, i could use LPE to generate a mask of only the contribution of the background geometry to the scene.
Lele showed me how to do it and it seemed good to go..
render an LPE, subtract from render, add back in and colour correct it.
however, i just cannot get what i want.
the LPE also contains the colours of the object materials which are being affected.. this may be mathematically correct, however if i use the above workflow and try to hue shift the LPE after adding it back to the render, it screws up the colours of all the materials. especially coloured refractive objects.
is there an Expression i can use which will exclude the colours of the materials on the product from the LPE?
or do i have to subtract the diffuse filter from the lpe or something?
i have a feeling there is a way to do what i want, without creating seperate scenes to make masks (its a boring fiddly job)
the attractive alternative at the moment is just to render the damn thing multiple times with different bg colours, but thats a ton of rendering.
here is a quick illustrative (exaggerated) test:
as per suggestions recieved, LPE used was
C.*.'mset'.* (set is the material name on the background)

original render

LPE for background object (defined by material name)

LPE subtracted from render, added back, and hue shifted (all in PS, 32 bit exr)
as you can see its not quite the result im after.
(the actual scene is rendered as a full comp, rebuilt in PS, with shadows seperate, background geometry hidden, and actual background done in post, so the shifts on the shadows etc are not a problem.. but the actual objects need to retain their shading , with just the bg colour bleed, refraction and reflection being changed.
i dont even need independent control of the reflection refraction etc... a single correction on a flattened comp as a last step would be ok.
https://forums.chaosgroup.com/forum/...use-them/page2
but the forum is now locked.
I have several scenes where i need to do various version of the same product on different coloured backgrounds.
on a previous version of the job i made a seperate file, with the product materials all desaturated, the background geometry set to red, and the product excluded from illumination.
that gave me a nice mask to modify the reflection, refraction and gi contributions of the background in post.
the main render was done with a 50% grey background, which was then colourised using the mask. ive no idea if it was technically accurate, but it worked well enough that you couldnt see any obvious errors or strangeness.
i was really hoping for the new range of images, i could use LPE to generate a mask of only the contribution of the background geometry to the scene.
Lele showed me how to do it and it seemed good to go..
render an LPE, subtract from render, add back in and colour correct it.
however, i just cannot get what i want.
the LPE also contains the colours of the object materials which are being affected.. this may be mathematically correct, however if i use the above workflow and try to hue shift the LPE after adding it back to the render, it screws up the colours of all the materials. especially coloured refractive objects.
is there an Expression i can use which will exclude the colours of the materials on the product from the LPE?
or do i have to subtract the diffuse filter from the lpe or something?
i have a feeling there is a way to do what i want, without creating seperate scenes to make masks (its a boring fiddly job)
the attractive alternative at the moment is just to render the damn thing multiple times with different bg colours, but thats a ton of rendering.
here is a quick illustrative (exaggerated) test:
as per suggestions recieved, LPE used was
C.*.'mset'.* (set is the material name on the background)
original render
LPE for background object (defined by material name)
LPE subtracted from render, added back, and hue shifted (all in PS, 32 bit exr)
as you can see its not quite the result im after.
(the actual scene is rendered as a full comp, rebuilt in PS, with shadows seperate, background geometry hidden, and actual background done in post, so the shifts on the shadows etc are not a problem.. but the actual objects need to retain their shading , with just the bg colour bleed, refraction and reflection being changed.
i dont even need independent control of the reflection refraction etc... a single correction on a flattened comp as a last step would be ok.
Comment