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I use non-raw light select passes thenI try and extract my raw light select passes by dividing them by diffuse pass. This creates a white crust around the ball because the hand is white in the light select pass. this is why I was using the raw light select passes in the first place because non-raw light select passes were creating a white crust when I tried to extract my raw passes from them.
Make the hand a non-matte object and it will be fine... in any case it would help to explain what you want to do in the end; by now I'm completely confused. Do you want to control the individual lights? Or the shadows of those lights? Do you want to control the object's color/brightness? Which object - the hand, or the ball? Your original Nuke composite did not include the light select elements and the scene had only the ball in it; but now we are talking about a hand and light select elements...
We want to color correct the the ball and have control over each light and their shadows. We also need to able to comp the elements back together so they are 1:1 with the RGB pass.
The ball is being comped into live action. The hand is matchmoved to the plate and which is why we have a matte shader on it.
Did you get a chance to make an example file? We still can't seem to get lightselect passes to comp back together properly in a scene with a mtlwrapper matte shader for shadows.
This turned out more complicated and not quite straightforward; potentially it requires other passes (like shadow passes per light, and GI occlusion) which you don't currently get out of V-Ray; I did get to a point, but I'm still working on it.
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