Hi
I have a character with lots of dust ash and debri floating in the air around him (in front and behind), casting shadows on him.
I need the debris as a seperate pass with it's shadows, so that i can comp it over the clean character and adjust both seperately. Ideally i'd like to be able to adjust the shadows too.
So I have selected everything in the scene except the debris, and given the selected objects a single objectproperty node with a matte surface and an alpha contribution of -1, shadows/alpha selected. I was hoping this would give me the debris on its own, (fully receiving the character's GI, etc) with the shadows in the alpha channel.
But the result is weird. The RGB channel has part of the character invisible and part black. The alpha seems way too complex, leaving in some of the character and not all of him (he's made up of various geo not just one model), and when i comp it together i get weird dark areas on top of the character.
Have i applied the Vray object property node incorrectly? Are ther known problems with this method?
Or is there an easier way to do this? Can you do it with render elements, IE a multimatte that includes an object ID and it's shadows? I've seen the matte shadow Render element although don't really understand what it does...
Any help would be much appreciated!
I have a character with lots of dust ash and debri floating in the air around him (in front and behind), casting shadows on him.
I need the debris as a seperate pass with it's shadows, so that i can comp it over the clean character and adjust both seperately. Ideally i'd like to be able to adjust the shadows too.
So I have selected everything in the scene except the debris, and given the selected objects a single objectproperty node with a matte surface and an alpha contribution of -1, shadows/alpha selected. I was hoping this would give me the debris on its own, (fully receiving the character's GI, etc) with the shadows in the alpha channel.
But the result is weird. The RGB channel has part of the character invisible and part black. The alpha seems way too complex, leaving in some of the character and not all of him (he's made up of various geo not just one model), and when i comp it together i get weird dark areas on top of the character.
Have i applied the Vray object property node incorrectly? Are ther known problems with this method?
Or is there an easier way to do this? Can you do it with render elements, IE a multimatte that includes an object ID and it's shadows? I've seen the matte shadow Render element although don't really understand what it does...
Any help would be much appreciated!
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