on the second note, its incorrect when vray sun is active...I think this is the key problem.
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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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Thanks for your help, Morbid. Glad to know it's not just me (which wouldn't have surprised me).
It seems it's not just the vray sun. When I change the light type to a standard light, it does the same thing (not quite as severe, though, but it is a little brighter). It's either a physical camera bug or a matte bug. Seems the vray sun amplifies the effect. Let me know if you have any other ideas.
I sure hope Vlado checks the forums on the weekend...
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well for now you can cheat it...do it per pass manually i suppose and composite it with alphas.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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There is few ways to go about this:
1 - you can use sphere fade pluging and go through vlado's tutorial where he does exactly what you need.
2 - you can render your people with the house set to be invisible to camera (background black). This will render people without occluded matte. You will then make an occlusion matte of your own, where animated people will be pure white and house pure black (no gi or anything like that, just black and white.) Then in comp use that matte for your animated people.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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you may also need to do a custom pass for people's shadows. I would suggest to use a combination of occlusion and direct light passes for that.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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Ouch, the occlusion matte pass sounds painful. Especially since parts of the building itself occludes people.
Have you ever used the spherefade in this manner for an interior? If so, what kind of GI quality settings do you think I could get away with?
I appreciate all the help you've given.
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Originally posted by gilpo View PostOuch, the occlusion matte pass sounds painful. Especially since parts of the building itself occludes people.
Have you ever used the spherefade in this manner for an interior? If so, what kind of GI quality settings do you think I could get away with?
I appreciate all the help you've given.
Meanwhile read this its a tutorial on how to use sphere fade.
http://www.spot3d.com/vray/help/150R...rials_anim.htmDmitry 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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Originally posted by Morbid Angel View PostIm running a different vray version, however this may also work. Here try this scene, it does what you would expect with the matte.
http://www.novuscom.net/~marina/matte_scene.rar
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So here is a quick comp example:
we have a scene which has been rendered
we render the people on its own, with the scene set to be invisible to camera
render the matte where people are pure white and house is black
render the peoples shadow
composite flow
final result
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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well it only gets trickier from here on. Since you didnt render people and the house in one pass, to derive proper reflections from one to another will be difficult, if you look for accuracy. If the people are reflective, then the same method applies as I described above, except instead of rendering the people you will render (people RGB + people Reflection pass.)
However for the floor its a bit more tricky. Since you need the people to be illuminated by the gi bounce from the house, yet not visible to camera and reflected in the floor. There are some methods that can make it work, like projecting the people's render back at the models via camera map WSM and rendering that in the floor reflection.
What I would attempt first is to try to cheat the floor reflections in comp, if that does not work, then more complex approach would be required from 3d.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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Morbid,
would you be able to describe the flow above for someone trying to learn all this?
From what i can see -
Input - Background RGB
Input - Matte for People objects
Input - People RGB
something like
(*)Channel copy Alpha Matte into People RGB
(*)Merge People RGB over Background RGB using Alpha Matte (over or plus)
(*)Invert (?) and colour adjust People shadow over Background + People
Is that kind of right? Little confused how you add the shadows to the comp.
Thanks
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Originally posted by sv View PostMorbid,
would you be able to describe the flow above for someone trying to learn all this?
1 - background
2 - people layered over background using custom alpha (people matte), layering metod is normal, not additive just a standart over.
3 - shadow is used as a mask in a color corrector, to drop the color gain on the image. Since the shadow cannot be just layed over or multiplied, I typically use it as mask to color correct the actual image. And if the image is float, like what we usually work with, then this can produce some nice results.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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Originally posted by Morbid Angel View Post3 - shadow is used as a mask in a color corrector, to drop the color gain on the image. Since the shadow cannot be just layed over or multiplied, I typically use it as mask to color correct the actual image. And if the image is float, like what we usually work with, then this can produce some nice results.
clever - never thought of that...
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