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  • multimatte enable/disable affect alpha

    hi,

    small thing; it's very nice multimatte also supports opacity/refraction. but sometimes i would be easy to just ignore these, like in the older vray versions. (we still have some old school glas materials using a simple standard material with 1-10% opacity and 20-40 reflection from vray_map. ok, we should change the materials of course, but usually it's nested in several xrefs and the render is already looking good)

    an extra option in the multimatte_element (mostly materialID i guess) to disable affect alpha would be great, and saves time not having to go through several xrefs adjusting materials! we usually submit channels to the Queue seperately from the actuel render, so even sending it twice (with/without affect alpha) might be a useful option.

    regards,

  • #2
    Originally posted by zoobadoo View Post
    hi,

    small thing; it's very nice multimatte also supports opacity/refraction. but sometimes i would be easy to just ignore these, like in the older vray versions. (we still have some old school glas materials using a simple standard material with 1-10% opacity and 20-40 reflection from vray_map. ok, we should change the materials of course, but usually it's nested in several xrefs and the render is already looking good)

    an extra option in the multimatte_element (mostly materialID i guess) to disable affect alpha would be great, and saves time not having to go through several xrefs adjusting materials! we usually submit channels to the Queue seperately from the actuel render, so even sending it twice (with/without affect alpha) might be a useful option.

    regards,
    ...you can, but only in vraymat.
    you have to change the "affect alpha" option to affect "color+alpha" only.

    best regrads
    themaxxer
    Pixelschmiede GmbH
    www.pixelschmiede.ch

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    • #3
      true, but then again it's not always the best workflow to change the materials. think of big xreffed scene's with a lot of different materials and peoples working on them, it can take a lot of time opening/adjusting/saving the scenes.

      in fact sometimes you'd want an affected alpha, sometimes you don't. having the option in the multimatte itself is a very useful solution because it's a global option for the renderer, not a local one like the materials.

      so in short i'd propose: have all materials affect alpha by nature, but give the multimatte an option to overrule it at rendertime. easy, flexible and more logical then working through loads of scene's and materials to check the appropriate 'affect alpha' switches.

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