Render elements and compositing of them has been covered quite a lot, (and embarrassingly, I've rarely had much success with it myself) but I can't find anything specific to this.
Example: I have a scene of a building and I am producing an exterior view. There is quite a large glass facade, with furniture etc behind the glass. What I want to do is render the scene, but somehow have the glass 'elements' seperate so that in Photoshop, I can place people etc behind the glass.
Is this possible in a one-click process? I seriously doubt it, but what is the next best thing (which elements and which order) to isolate the glass reflections/transparency so that they can be added on top of the layer stack in Photoshop, with all the 'interior' people behind it? I want to use the 'rendered' glazing as much as possible, so the reflections of other geometry on the scene plus any HDR or Vraysky in the environment.
(Historically, I have always 'built' the reflections manually in post production from a 100% reflective/opaque layer mixed with other bits of sky etc glass mattes, reflection mattes and the like, making them transparent and dropping in people etc behind. This works most of the time, but with complex projects with many buildings and lots of glass facing different directions, it starts to get complicated. I am now looking at a pipeline where we can get more out of the rendered glass reflections of the rest of the scene/environment that we build within 3dsMAX)
I apologise in advance for certain bits of this thread crossing over other threads on the forum, but I can't find a specific thread despite looking at length.
Example: I have a scene of a building and I am producing an exterior view. There is quite a large glass facade, with furniture etc behind the glass. What I want to do is render the scene, but somehow have the glass 'elements' seperate so that in Photoshop, I can place people etc behind the glass.
Is this possible in a one-click process? I seriously doubt it, but what is the next best thing (which elements and which order) to isolate the glass reflections/transparency so that they can be added on top of the layer stack in Photoshop, with all the 'interior' people behind it? I want to use the 'rendered' glazing as much as possible, so the reflections of other geometry on the scene plus any HDR or Vraysky in the environment.
(Historically, I have always 'built' the reflections manually in post production from a 100% reflective/opaque layer mixed with other bits of sky etc glass mattes, reflection mattes and the like, making them transparent and dropping in people etc behind. This works most of the time, but with complex projects with many buildings and lots of glass facing different directions, it starts to get complicated. I am now looking at a pipeline where we can get more out of the rendered glass reflections of the rest of the scene/environment that we build within 3dsMAX)
I apologise in advance for certain bits of this thread crossing over other threads on the forum, but I can't find a specific thread despite looking at length.
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