Is it possible to exclude geometry or groups from a particular render element, in a similar fashion to how one can do in a render layer? Thx
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Excluding objects or groups from render element
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What exactly are you trying to achieve, maybe give us an example? We do have some support for this with the object properties (generate render elements) but it won't work for all render elements. Other render elements that depend on a texture to be plugged to them depend on the texture's include/exclude (where available).
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Originally posted by yolov View PostWhat exactly are you trying to achieve, maybe give us an example? We do have some support for this with the object properties (generate render elements) but it won't work for all render elements. Other render elements that depend on a texture to be plugged to them depend on the texture's include/exclude (where available).
Specifically I'd like to exclude hair from an AO pass (i.e. VrayDirt in ExtraTex). I am aware that VrayDirt has an exclude option which can exclude the AO calculations for geo in a set, but I would actually like to exclude the geo completely from the render element, the same way as one can do with a render layer.
I'm kind of thinking that this is not possible tho... I'd be glad to be proven wrong on that one tho!
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The object properties > generate render element = off will work for the extraTex(vrayDirt) channel, but the object with that settings will just appear black in the channel. I doubt that this is what you want in your render? Maybe mask the object and exclude it from the AO in comp ?
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That would work, but the intent is to speed up the extraTex render by not having the hair geo. Using the object properties like you describe make it not calculate AO for the hair, but it still renders the hair geo (as black) which is a lot slower than if the hair geo was hidden (like in a render layer). So what I'm after is something like primary visibility off, but just for the extraTex RE.
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We don't have such an option at this time. For the moment I can't think of another way than using render layers.
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