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  • Black fringe on render passes

    I have a comp that is setup like this:

    http://vray.info/tutorials/basiccomping/

    The difference being that I have rendered my FG and BG objects separately.

    I rendered against a black background and am getting a black fringe where my FG objects are comped over the BG. Beauties look fine when comped together.

    Seems to be right at the top of the stack:

    Forground: (Diff*RawGI)+(Diff*Raw Light) comped over BG gives black fringe.
    Win10 x64, 3DS Max 2017 19.0, Vray 3.60.03
    Threadripper 1950x, 64GB RAM, Aurous Gaming 7 x399,


  • #2
    The solution was to unpremult exr before comping, then premult.
    Win10 x64, 3DS Max 2017 19.0, Vray 3.60.03
    Threadripper 1950x, 64GB RAM, Aurous Gaming 7 x399,

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    • #3
      Yes that would solve the issue.
      You can also try to avoid using Raw-elements generated from Vray and create custom Raw-elements by the following formula:
      RawGI = Diffuse/GI
      RayLight = Diffuse/Light
      Svetlozar Draganov | Senior Manager 3D Support | contact us
      Chaos & Enscape & Cylindo are now one!

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      • #4
        Thanks for the reply. Is there a problem with the raw passes?
        Win10 x64, 3DS Max 2017 19.0, Vray 3.60.03
        Threadripper 1950x, 64GB RAM, Aurous Gaming 7 x399,

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        • #5
          Yes - this is the problem with the Raw passes, and it is better to create custom Raw passes like I explained you in the previous post.
          Svetlozar Draganov | Senior Manager 3D Support | contact us
          Chaos & Enscape & Cylindo are now one!

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          • #6
            Svetlozar bet me to it. I never use the RAW passes and create my own using the formula above. Works great in Nuke!
            Troy Buckley | Technical Art Director
            Midwest Studios

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            • #7
              Would I be right in thinking that the difference between the RawReflection element and a RAWRefl=Reflection/ReflectionFilter is that the Raw element has a premultiplied result regardless of whether you unpremultiply it, where as the divided version doesn't have any AA?

              ***

              Say you're using a Multimatte to selectively adjust parts of the Reflection pass - should I render a non-AA version of the multimatte if I'm grading any unpremultiplied passes including the RawRefl=Refl/Refl Filter? I could use an integer ObjectID element in that case which can hold more objects.
              Win10 x64, 3DS Max 2017 19.0, Vray 3.60.03
              Threadripper 1950x, 64GB RAM, Aurous Gaming 7 x399,

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              • #8
                Yep, the Raw passes have aa applied so when the passes are added back together, the borders don't add properly.

                I typically use the Multimatte straight from the render, but you can get some edge ringing depending on how drastic the changes. Others have mentioned that doing with a deep pixel approach resolves most of those issues. I have not figured out the deep pixel workflow yet between VRay and Nuke. It's definitely on the to-do list.
                Troy Buckley | Technical Art Director
                Midwest Studios

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                • #9
                  I tried the deep approach today - it's pretty neat. Render all your lovely teapots separately and bung them all together and it places one in front of the other without any user intervention - not tried with different elements yet.
                  Win10 x64, 3DS Max 2017 19.0, Vray 3.60.03
                  Threadripper 1950x, 64GB RAM, Aurous Gaming 7 x399,

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                  • #10
                    So how did you go about exporting / saving data as deep exrs? I haven't figured that part out. (Note: more like haven't had the time to look into it too much yet.)
                    Troy Buckley | Technical Art Director
                    Midwest Studios

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                    • #11
                      Here's a link to the 3.0 thread, I'll add to that if any steps are missed, but better to get info in one place.

                      http://forums.chaosgroup.com/showthr...p-data-support
                      Win10 x64, 3DS Max 2017 19.0, Vray 3.60.03
                      Threadripper 1950x, 64GB RAM, Aurous Gaming 7 x399,

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