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Vray multipass render - Nuke rRgG channels

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  • Vray multipass render - Nuke rRgG channels

    I am experiencing something strange with multipass renders, when I shuffle the passes in Nuke, instead of being read as rgb channels they appear as rRgG and is hard to extract the right rgb values from them especially with rgb masks. Is ther any settings in the exr files that causes this? I have been using multipass exr with pxr compression or zip with exr multipass or exr deep outputs and from the same scenes I never got this issue, but recently all the renders come out this way. anyone knows what can be the cause?

  • #2
    Hi,

    Could you provide some more details on this issue? It will be helpful if you can give us steps to reproduce that here.
    Does it happen only with particular scene?
    What is the exact V-Ray version that you are using?

    Thank you.
    Tashko Zashev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      Using maya 2016, vray 3.10.01 on windows 7
      I think the problem happens when using deep exr (no problems using exr multichannel), I believe some pass may have a different naming convention such as RGB instead of rgb and get things messed up in nuke where it read as rRgGbB and because nodes will read only 4 channels I get rRgG instead of rgba.
      This issue I believe happened since (I may be wrong on this) I introduced a new multi matte pass (now using a total of 5 multi matte passes). The other passes are diffuse, lighting, gi, reflection, refraction, self illumination, specular but these did not cause any issues before.

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      • #4
        Originally posted by VISUALMAN_TOKYO View Post
        Using maya 2016, vray 3.10.01 on windows 7
        I think the problem happens when using deep exr (no problems using exr multichannel), I believe some pass may have a different naming convention such as RGB instead of rgb and get things messed up in nuke where it read as rRgGbB and because nodes will read only 4 channels I get rRgG instead of rgba.
        This issue I believe happened since (I may be wrong on this) I introduced a new multi matte pass (now using a total of 5 multi matte passes). The other passes are diffuse, lighting, gi, reflection, refraction, self illumination, specular but these did not cause any issues before.
        Thank you for providing more details on this problem. I've found some reports about that on the Foundry forum (Topic - Shuffle node rRgG channels) but there seems to be only workarounds and no fixes.
        Would it be possible to send us your maya file to test it here?

        Probably this can be fixed at our side.
        Tashko Zashev | chaos.com
        Chaos Support Representative | contact us

        Comment


        • #5
          Yes that on the foundry forum is my post as well, and I am using that solution, it works well, just need to do the passes comp with a non deep exr and past the deep exr comp in it.. However this is the first time that I got this issue, I worked with deep files before without any problems, that's why I thought it may be caused by the additional passes. As for the scene due to contract issues I can't send it right now, will send it later once the project is released. Thanks for your support.
          Last edited by VISUALMAN_TOKYO; 26-11-2015, 04:42 AM.

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          • #6
            Originally posted by VISUALMAN_TOKYO View Post
            Yes that on the foundry forum is my post as well, and I am using that solution, it works well, just need to do the passes comp with a non deep exr and past the deep exr comp in it.. However this is the first time that I got this issue, I worked with deep files before without any problems, that's why I thought it may be caused by the additional passes. As for the scene due to contract issues I can't send it right now, will send it later once the project is released. Thanks for your support.
            Thank you.
            You can sand us any scene or sample to our support@chaosgroup.com for inspection when convenient.
            Tashko Zashev | chaos.com
            Chaos Support Representative | contact us

            Comment


            • #7
              Hallo,
              I ran into the similar problem and I believe they might be connected, that is why I post this in this thread.
              I startet getting rRgG renderelements, if I used two Z-depth renderlements with exr(multichannel) output enabled.
              I wanted to use render a zDepth pass with filtering and one without.
              As soon as I deleted the second zDepth renderlement, everything worked fine.
              It also worked if I switched from exr(multichannel) to exr output.
              In that case, having two zDepth renderlements worked fine.

              I tried it on:
              vray_adv_31501_maya2016_x64_26247 and vray_adv_31501_maya2016_x64_26541
              maya 2016 -SP3 and SP4

              This can be replicated with simple spheres and two zdepth Renderlements and exr(multichannel) output enabled.

              But also the problem is not limited to the zDepth pass.

              THX
              cheers Christian
              Last edited by bumba; 16-12-2015, 02:41 AM.

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              • #8
                Hi Christian,

                What is the Nuke version that you are using, because I don't get the issue here with Nuke 9. I don't know if i missed something or it works better for this setup.
                Is it possible to attach the file or a screenshot of the Nuke composition ?
                Tashko Zashev | chaos.com
                Chaos Support Representative | contact us

                Comment

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