Whats the best way to render character animation in passes ?
Scene consists of a room with cupboards on the
walls and a window. The floor is reflective.
In the middle of the room I have a transparent
bottle on the floor an animated character that runs around.
Theres one camera angle, so I don't have to
worry about animated cameras.
what I would like to do is render out the background, 1 frame.
Calculate the irradiance maps and save it for rendering out the charactor pass.
Render out a pass of the character, transparent bottle and
reflections of the bottle and character on the floor.
This is what I've done so far
For rendering the background
I have the "SET" visible and turn off the reflections on the floor.
I render the reflections with the charactor pass.
Now this sounds pretty simple, but I run into problems with indirect lighting.
When I render out the character pass I make the "SET" invisible to camera, so I can get the objects behind the transparent bottle to show through.
Load up the irradiances map. now the GI changes. Its the floor reflecting the enviroment colour.
If I change the enviroment colour to black the reflections look okay but not the same as if I was rendering the room, charactor and bottle in one pass.
Settings of the floor
Vray material wrapper
matte surface on
-1.0 alpha contribution
This gets my reflection pass
Is there any other way to do this ?
Thanks in advance
Scene consists of a room with cupboards on the
walls and a window. The floor is reflective.
In the middle of the room I have a transparent
bottle on the floor an animated character that runs around.
Theres one camera angle, so I don't have to
worry about animated cameras.
what I would like to do is render out the background, 1 frame.
Calculate the irradiance maps and save it for rendering out the charactor pass.
Render out a pass of the character, transparent bottle and
reflections of the bottle and character on the floor.
This is what I've done so far
For rendering the background
I have the "SET" visible and turn off the reflections on the floor.
I render the reflections with the charactor pass.
Now this sounds pretty simple, but I run into problems with indirect lighting.
When I render out the character pass I make the "SET" invisible to camera, so I can get the objects behind the transparent bottle to show through.
Load up the irradiances map. now the GI changes. Its the floor reflecting the enviroment colour.
If I change the enviroment colour to black the reflections look okay but not the same as if I was rendering the room, charactor and bottle in one pass.
Settings of the floor
Vray material wrapper
matte surface on
-1.0 alpha contribution
This gets my reflection pass
Is there any other way to do this ?
Thanks in advance