Hi,
I has been used to use MR's production shaders (especially the mip_cameramap and
mip_matteshadow) for CG and live-action integration and start exploring VRay and
learning its implementation recently. Got couple questions regarding VRay's approach for setting up the plate and matte objects.
1. how to properly set up for the background plate such that I can see the preview of
both the plate and rendered CG in the VFB while the alpha is black for plate and
white for CG objects? In MR, there is Pass Custom Alpha option for this purpose. Should I mainly use Maya's image plane or there is certain VRay shader that handles this particularly (ex. projecting plate for camera eye rays)?
2. for stand-in objects that receive shadows, have occlusion with CG object, catch reflections from the CG object, etc., which VRay shader is the best candidate for replacing the MR mip_matteshadow? Or should I use the Maya's Use Background shader (haven't used that for years....)
Thanks.
Jason
I has been used to use MR's production shaders (especially the mip_cameramap and
mip_matteshadow) for CG and live-action integration and start exploring VRay and
learning its implementation recently. Got couple questions regarding VRay's approach for setting up the plate and matte objects.
1. how to properly set up for the background plate such that I can see the preview of
both the plate and rendered CG in the VFB while the alpha is black for plate and
white for CG objects? In MR, there is Pass Custom Alpha option for this purpose. Should I mainly use Maya's image plane or there is certain VRay shader that handles this particularly (ex. projecting plate for camera eye rays)?
2. for stand-in objects that receive shadows, have occlusion with CG object, catch reflections from the CG object, etc., which VRay shader is the best candidate for replacing the MR mip_matteshadow? Or should I use the Maya's Use Background shader (haven't used that for years....)
Thanks.
Jason