Hi,
so I started doing this scene, where I have my geometry that needs to be holdout by another geometry. I used the Vray Object Properties to create the matte object, with the settings:
visible to gi = 0
primary visibility = 1
visible in reflection = 0
visible in refractions = 0
cast shadows = 1
matte surface = 1
alpha contribution = -1
generate render elements = 0
shadows = 1
affect alpha = 1
no GI in other mattes = 1
matte for all secondary rays = 0
The render in all passes is as expected, my geometry beign cutout by the matte geometry, and the alpha carries the shadows. All passes are good except my LIGHT SELECTS.
I divided the lights of my scene in different light selects both diffuse and specular. I use this setup to generate my scene and comp in nuke, and so far so good, but the problem is that
all my light selects show the entire matte geometry in the pass (the diffuse light selects show the geo without textures, just gray shader, so even premultiplying by the alpha is not helping, cause I get a withe edge on the render) and when recreating the passes the composition is wrong and I get a white edge in this render. I also have the direct light pass, that is working, by I need to have the light selects separated.
The idea was to put this elements in top of a previous render that I have, that has the same passes as this one, so merging the two renders in nuke, when I divide the light selects by the diffuse color to get my raw lights is not working because the light selects are not "cut" as the other passes.
I talk to some friends and they all told me that they had the same problem.
Is there a way to solve this? I'm using vray 2.45.01.24131 on maya 2012
Any ideas would be helpful.
Thanks in advance,
Gianluca Pizzaia
so I started doing this scene, where I have my geometry that needs to be holdout by another geometry. I used the Vray Object Properties to create the matte object, with the settings:
visible to gi = 0
primary visibility = 1
visible in reflection = 0
visible in refractions = 0
cast shadows = 1
matte surface = 1
alpha contribution = -1
generate render elements = 0
shadows = 1
affect alpha = 1
no GI in other mattes = 1
matte for all secondary rays = 0
The render in all passes is as expected, my geometry beign cutout by the matte geometry, and the alpha carries the shadows. All passes are good except my LIGHT SELECTS.
I divided the lights of my scene in different light selects both diffuse and specular. I use this setup to generate my scene and comp in nuke, and so far so good, but the problem is that
all my light selects show the entire matte geometry in the pass (the diffuse light selects show the geo without textures, just gray shader, so even premultiplying by the alpha is not helping, cause I get a withe edge on the render) and when recreating the passes the composition is wrong and I get a white edge in this render. I also have the direct light pass, that is working, by I need to have the light selects separated.
The idea was to put this elements in top of a previous render that I have, that has the same passes as this one, so merging the two renders in nuke, when I divide the light selects by the diffuse color to get my raw lights is not working because the light selects are not "cut" as the other passes.
I talk to some friends and they all told me that they had the same problem.
Is there a way to solve this? I'm using vray 2.45.01.24131 on maya 2012
Any ideas would be helpful.
Thanks in advance,
Gianluca Pizzaia
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