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comping in PS render passes (help with belnding modes) :(

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  • comping in PS render passes (help with belnding modes) :(

    I rendered all possible g-buffer passes from vray (saved as tga files) and now I'm trying to put it in ps together but can't come up with something that looks like straight rgb render. What blending modes I should use. I'm using raw gi and raw light with linear dodge and both are over diffuse but it's burned. reflections and refractions are in screen mode. I decided to use passes becasue when renderign pure rgb I'm loosing reflections in windows (yes affect alpha is ticked in glass material).
    Luke Szeflinski
    :: www.lukx.com cgi

  • #2
    hi lukx,
    maybe this helps,

    http://www.chaosgroup.com/forum/phpB...ic.php?t=13818

    best regards
    jonas
    Jonas

    www.jonas-balzer.de
    www.shack.de

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    • #3
      thanks Jonas I saw this topic but it not quite helping me.
      Also I don't know what's wrong but I got this white borders around glass. I was trying to use defringe but it's horrible.
      Luke Szeflinski
      :: www.lukx.com cgi

      Comment


      • #4
        I also noticed that when saving tga with premultipled aplha it's different (It's annoying to save 1000 differtent tga types, and what if I close max.I will have to render again to save correct version!!!)

        here pics with alhpa premultiplied:
        Luke Szeflinski
        :: www.lukx.com cgi

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        • #5
          well, comping in photoshop is not a good idea. White lines you are seeing are the alpha channel premultiplication. Im not sure if such option exists in photoshop, probably in new ones it does, basicly you need to premultiply the alpha with the image.
          Also check what have you rendered your pass against. I.e. you must always render pases againsta black, not blue, not white but pure black.
          I also suggest comping in after effects or a composite packedge..
          Dmitry Vinnik
          Silhouette Images Inc.
          ShowReel:
          https://www.youtube.com/watch?v=qxSJlvSwAhA
          https://www.linkedin.com/in/dmitry-v...-identity-name

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          • #6
            I'm rendering always with black background. When saving tga I unchecked pre-multiply alpha so I guess it saved straight alpha. But notice that then alpha looks bad comapred to tga saved with pre-mulipled (my two examples).
            Luke Szeflinski
            :: www.lukx.com cgi

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            • #7
              what i mean is alpha channel can be interpreted by a comp software differently. So you can save it any way you want, but in comp packedge it can be read in several different ways.
              Dmitry Vinnik
              Silhouette Images Inc.
              ShowReel:
              https://www.youtube.com/watch?v=qxSJlvSwAhA
              https://www.linkedin.com/in/dmitry-v...-identity-name

              Comment


              • #8
                You might be able to clean it up with the options under layer/matting in PS but like Morbid said, PS is not a compositing software per se.
                Eric Boer
                Dev

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                • #9
                  indeed, these are called matte chokers. It compreses shirnks or expans the alpha, thus eating into the actual image.
                  Dmitry Vinnik
                  Silhouette Images Inc.
                  ShowReel:
                  https://www.youtube.com/watch?v=qxSJlvSwAhA
                  https://www.linkedin.com/in/dmitry-v...-identity-name

                  Comment


                  • #10
                    http://www.chaosgroup.com/forum/phpB...ic.php?t=14725
                    Luke Szeflinski
                    :: www.lukx.com cgi

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