set the GI environment to black.
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Streamline backplate integration workflow
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Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Okay guys, what the heck am I doing wrong? It doesn't work here, and never did. What exactly is the reason I get these seams? Scene file attached, please help me.
matte_proj.zipLast edited by kosso_olli; 08-02-2016, 09:47 AM.
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Well, this one actually is correct I am afraid. My best guess is that matte object gets clipped right outside of the camera frame. It's the only reasonable thing that can be done. V-Ray can't just make up information that's outside of the backplate, so right where camera view ends, backplate should be cut and it's opacity should be 0. The thing is it's usually lot less obvious if you have matching HDRI and backplate, and that HDRI is properly oriented to the backplate, Then in reflection, road on the plate would end, and it would start showing road on the HDRI, which would still be noticeable, but a lot less than road ending in a grass.
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So I am necromancing this thread because unfortunately HDRI/backplate workflow is still not working correctly.
I've been using Lele's suggestion to enable GI override and set it to black, but I've still been getting screen mapped backplates in environment slot ghosting through my scene geometry, and I think I've nailed down what causes it... And it's the pesky DomeLight again
Basically, when I enable GI override ghosting disappears from diffuse GI component of the material, but remains in reflection component:
So i tried to enable Reflection environment override too, and now I got black hole in my reflection:
So what's most likely happening there, is that matte ground geometry correctly passes rays, that intersect it outside of camera frustum through, but it passes them straight to environment. And environment is max's bitmap set to screen mode, so all values are returned in screen space, causing ghosting. What should happen instead is that matte object should pass those rays through, but it should pass them to hit the DomeLight, not the environment. That will A: give correct result and B: eliminate the ghosting.
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The "secondary matte environment" slot in the render settings enables you define what kind of environment is used for matte objects visible in reflections, you'll have to put something meaningful there, like a spherical map or something.
Best regards,
VladoI only act like I know everything, Rogers.
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Also if you want me to notice a post related to mattes please post in a different thread I'm not looking at this thread anymore as the original subject on the streamlining is more or less exhausted (where I agreed that yes, it needs streamlining).
Best regards,
VladoI only act like I know everything, Rogers.
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Originally posted by vlado View PostThe "secondary matte environment" slot in the render settings enables you define what kind of environment is used for matte objects visible in reflections, you'll have to put something meaningful there, like a spherical map or something.
Best regards,
Vlado
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Originally posted by kosso_olli View PostThere is a spherical HDRI both in the domelight and in the secondary ray environment slot. Will send a scene for investigation.
Best regards,
VladoI only act like I know everything, Rogers.
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