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beginner G-buffer problem

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  • beginner G-buffer problem

    Hi, I'm using 1.47.03, and when I render with Vray framebuffer checked (also split G-buffer/save channels, enable framebuffer), it only saves final RGB and alpha. Where do I select shadows, spec, etc? They're not in the VFB either (they're all black), just RGB and alpha are correct. Thanks for your help.

  • #2
    Vray: B-Buffer/Color mapping

    You need to highlight the output channels you want to in Render Scene - Renderer Tab - VRay: G-Buffer/ Color mapping - G-Buffer output channels dialogue. It is hard to find. When you highlight a Channel i.e. Z-value, Real RGB, Normal. It will be saved by Vray.
    V-ray automatically seperates the channels when save by adding the channel name to the file name.

    A word of warning, the Vray Z-value channel doesn't look like the average Z-value you might be used to. It is a bunch Yellow and black lines, It is apparently true Z-depth and works normally in AE or Combustion.

    Hope this helps.

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    • #3
      dont forget to use vray materials. alot of the gbuffers apparently dont work with standard mats.
      ____________________________________

      "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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      • #4
        Also, g-buffers does not work with distributed rendering.

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        • #5
          G-buffer is the weak link

          I really think that the G-buffer is the weakest link in the Vray armour. I know it is probably too late for 1.5 but maybe 2, it would be nice to have something that behaves more like the standard 3ds render elements.

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          • #6
            Thanks guys, I didn't look under 'colour mapping', expecting to find it in 'frame buffer'. Thanks.

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