I imagine this is a bit of a dead horse to beat but I will ask anyhow:
What are best practices when wanting to create viable setups with render layers in maya 2012 using vray 2.25 and shave 7v032.
Let's say I wanted to create the most basic setup of the following:
Situation Description: I want to composite a floating cg hairball into a practical plate that has a countertop that is reflective and over which the hairball is floating.
Render Layer Setup Desired:
(1) character beauty pass (hairball floating in air with all appropriate render elements for control, ground/set/environment primary visibility off)
(2) ground shadow pass (hairball primary visibility off, vop of ground with matte properties set to a matte surface, with an alpha contribution of -1, shadows checked, affect alpha checked)
(3) ground reflection pass (hairball primary visibility off, reflection of hairball and environment from dome light with HDR can be seen in ground which is visible and a geo plane with just an all black vray material with reflection set to .350, with fresnel, assigned. This geo plane matches the position of the countertop)
(4) character alpha for reflection pass (hairball with red surface shader or some constant shader applied to hair and geo w primary visibility off, and same ground visible which is just an all black vray material with reflection set to .350, with NO fresnel, assigned.)
I have had continuous problems with primary visibility overrides being negated on hair with shave when it came to using it with VRAY. Does anyone have any consistent workflows when applying overrides to get this simple control akin to this in Render Layers in maya...or is this just a limitation at this point with this cocktail of vray and shave?
Thanks in advance for any thoughts.
R
What are best practices when wanting to create viable setups with render layers in maya 2012 using vray 2.25 and shave 7v032.
Let's say I wanted to create the most basic setup of the following:
Situation Description: I want to composite a floating cg hairball into a practical plate that has a countertop that is reflective and over which the hairball is floating.
Render Layer Setup Desired:
(1) character beauty pass (hairball floating in air with all appropriate render elements for control, ground/set/environment primary visibility off)
(2) ground shadow pass (hairball primary visibility off, vop of ground with matte properties set to a matte surface, with an alpha contribution of -1, shadows checked, affect alpha checked)
(3) ground reflection pass (hairball primary visibility off, reflection of hairball and environment from dome light with HDR can be seen in ground which is visible and a geo plane with just an all black vray material with reflection set to .350, with fresnel, assigned. This geo plane matches the position of the countertop)
(4) character alpha for reflection pass (hairball with red surface shader or some constant shader applied to hair and geo w primary visibility off, and same ground visible which is just an all black vray material with reflection set to .350, with NO fresnel, assigned.)
I have had continuous problems with primary visibility overrides being negated on hair with shave when it came to using it with VRAY. Does anyone have any consistent workflows when applying overrides to get this simple control akin to this in Render Layers in maya...or is this just a limitation at this point with this cocktail of vray and shave?
Thanks in advance for any thoughts.
R
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