I'm using rpmanager to render out a masterplan model.
I want the following passes; one for the landscape and a few for the trees(pflow trees seperated into different passes to avoid exceeding memory limits).
Scene materials :- Most materials have soft glossy reflections, and dirtmaps in the diffuse channel.
For the tree-passes :-
I've changed the materials for the scene objects to RPMaterials, and have applied vrayoverride materials to the ground objects so that the trees can cast shadows.
The best result I have managed so far was with the following settings in the vrayOverride (x = ticked):-
Generate GI x
Receive GI x
Generate Caustics x
Receive caustics x
Matte Surface x
Shadows x
Affect Alpha x
Alpha Contribution -1
Reflection amount 0
Refraction amount 0
Gi Amount 0
No GI on other mattes x
Are these they right settings for getting a decent matt pass?
Switching on reflection/refrection/GI (setting to 1) causes strange artefacts that don't composite well.
I know the vray dirt material won't look right as for the land-pass there are no trees for the dirt-pass to work with... I think I'll try adding a low-res non-visible mesh to fake the dirt-ness that the tree's should add.
Any suggestions as to how I should be setting up my passes? I'm pretty new to comping in multiple elements in post.
I want the following passes; one for the landscape and a few for the trees(pflow trees seperated into different passes to avoid exceeding memory limits).
Scene materials :- Most materials have soft glossy reflections, and dirtmaps in the diffuse channel.
For the tree-passes :-
I've changed the materials for the scene objects to RPMaterials, and have applied vrayoverride materials to the ground objects so that the trees can cast shadows.
The best result I have managed so far was with the following settings in the vrayOverride (x = ticked):-
Generate GI x
Receive GI x
Generate Caustics x
Receive caustics x
Matte Surface x
Shadows x
Affect Alpha x
Alpha Contribution -1
Reflection amount 0
Refraction amount 0
Gi Amount 0
No GI on other mattes x
Are these they right settings for getting a decent matt pass?
Switching on reflection/refrection/GI (setting to 1) causes strange artefacts that don't composite well.
I know the vray dirt material won't look right as for the land-pass there are no trees for the dirt-pass to work with... I think I'll try adding a low-res non-visible mesh to fake the dirt-ness that the tree's should add.
Any suggestions as to how I should be setting up my passes? I'm pretty new to comping in multiple elements in post.