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?
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Vray multipass render - Nuke rRgG channels
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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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Originally posted by VISUALMAN_TOKYO View PostUsing 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.
Would it be possible to send us your maya file to test it here?
Probably this can be fixed at our side.
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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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Originally posted by VISUALMAN_TOKYO View PostYes 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.
You can sand us any scene or sample to our support@chaosgroup.com for inspection when convenient.
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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 ChristianLast edited by bumba; 16-12-2015, 02:41 AM.
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