Hi,
i would like footage/backplate integration workflow in Vray to be simplified, as it currently takes really lot of steps to get it right, and creates a lot of space for error when doing multiple shots on multiple backplates:
Currently, to correctly set up HDRI+Backplate integration, one has to:
1, Create dome light
2, Make it invisible
3, Assign HDRI to it
4, Instance same HDRI to environment slot in the viewport to rotate it correctly so it's rotated same was as on backplate
5, Create ground plane and set its Vray properties to be matte object, also for reflections, and enable catching shadows
6, Remove HDRI from the environment slot and replace it with backplate
7, Create camera and match it to backplate
8, Put backplate bitmap into camera mapping per pixel map, and put that into environment slot (which will of course break display of backplate in viewport)
9, Pick camera you are rendering from as a camera for camera map per pixel map
10, Switch progressive to bucket rendering for final because affect background checkbox does not work with progressive, but backplate should not be colormapped.
Now, the real pain comes with the amount of steps it takes to readjust the entire rig to render different backplate in the same set
1, Swap backplate bitmap for a new one
2, Instance HDRI from DomeLight to environment slot to see it in viewport
3, Rotate it to match new backplate
4, Put backplate into environment slot to see it in viewport
5, Create new camera and match it to new backplate
6, Replace backplate bitmap with camera per pixel map
7, In camera per pixel map, pick new camera for new backplate
This is really a lot of steps... Some time ago I had to do this kind of job in V-Ray and it was not very pleasant experience, unfortunately. I had to do shots on several backplates from several angles. I did a lot of mistakes I had to fix, which does not happen when I do the same task in other renderers, simply because the process is not so tedious. I think most of the annoyance comes from having to pick a camera from "camera map per pixel" map every time camera is changed. It would be just great to be able to complete entire workflow without need to use camera map per pixel. It would reduce a lot of space for error, as well as allow me to see backplate in the viewport the entire time and be in context of a shot I am working on.
So firstly, I would like to ask for a fix of matte object mode, so that screen mapped environment map is truly projected in 3D space onto the matte object. Right now it's somewhat projected for reflections, but for example GI is still looked up in screen space, creating quite wonky results, as seen below:
This is screen mapped backgound without GI, so far so good:
But things go wrong once I enable GI :
Secondly, would it be, pretty please, possible to get affect background checkbox working with progressive? Progressive mode has already matured, so especially now, when it's default, it would be great to have no need to ever switch back to buckets.
i would like footage/backplate integration workflow in Vray to be simplified, as it currently takes really lot of steps to get it right, and creates a lot of space for error when doing multiple shots on multiple backplates:
Currently, to correctly set up HDRI+Backplate integration, one has to:
1, Create dome light
2, Make it invisible
3, Assign HDRI to it
4, Instance same HDRI to environment slot in the viewport to rotate it correctly so it's rotated same was as on backplate
5, Create ground plane and set its Vray properties to be matte object, also for reflections, and enable catching shadows
6, Remove HDRI from the environment slot and replace it with backplate
7, Create camera and match it to backplate
8, Put backplate bitmap into camera mapping per pixel map, and put that into environment slot (which will of course break display of backplate in viewport)
9, Pick camera you are rendering from as a camera for camera map per pixel map
10, Switch progressive to bucket rendering for final because affect background checkbox does not work with progressive, but backplate should not be colormapped.
Now, the real pain comes with the amount of steps it takes to readjust the entire rig to render different backplate in the same set
1, Swap backplate bitmap for a new one
2, Instance HDRI from DomeLight to environment slot to see it in viewport
3, Rotate it to match new backplate
4, Put backplate into environment slot to see it in viewport
5, Create new camera and match it to new backplate
6, Replace backplate bitmap with camera per pixel map
7, In camera per pixel map, pick new camera for new backplate
This is really a lot of steps... Some time ago I had to do this kind of job in V-Ray and it was not very pleasant experience, unfortunately. I had to do shots on several backplates from several angles. I did a lot of mistakes I had to fix, which does not happen when I do the same task in other renderers, simply because the process is not so tedious. I think most of the annoyance comes from having to pick a camera from "camera map per pixel" map every time camera is changed. It would be just great to be able to complete entire workflow without need to use camera map per pixel. It would reduce a lot of space for error, as well as allow me to see backplate in the viewport the entire time and be in context of a shot I am working on.
So firstly, I would like to ask for a fix of matte object mode, so that screen mapped environment map is truly projected in 3D space onto the matte object. Right now it's somewhat projected for reflections, but for example GI is still looked up in screen space, creating quite wonky results, as seen below:
This is screen mapped backgound without GI, so far so good:
But things go wrong once I enable GI :
Secondly, would it be, pretty please, possible to get affect background checkbox working with progressive? Progressive mode has already matured, so especially now, when it's default, it would be great to have no need to ever switch back to buckets.
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