Hi
This is a known issue which is to be added to VRay GPU but I wanted to show how it impacted a recent project.
Project requirements: The bus geometry had to be rendered with matte ground shadows and alpha channel so that the compositor could overlay it onto motion graphics backgrounds. Due to the number of frames and time restriction, it would also have to be denoised. 3500 frames total, bus model max file = 3.5 Gigs, 9 shots/scenes and the cameras travelled around the entirety of the bus so there was full visibility of the geometry.
Two images are attached for reference.
Problem
The glass material made the geometry behind it semi transparent.
This could be fixed easily in post but the denoiser was automatically applied to the alpha channel so the alpha was blurred and distorted and therefore couldn't be used.
Solution (sort of but not really)
Render and save the RGB with no denoiser as a Png sequence to get the beauty pass and the sharp alpha. Also save vrimg files to hold the render passes for denoising.
The Vrimg to exr extractor didn't work at the time of the project and there was no time to figure it out so the frames had to go out with the noise. Since then I have managed to extract them but they take quite alot of time to process which is an additional time hit - the additional files are huge aswell.
The Affect Channel functionality would have solved this, I'm therefore interested in knowing if this will be included into VRay GPU soon?
This is a known issue which is to be added to VRay GPU but I wanted to show how it impacted a recent project.
Project requirements: The bus geometry had to be rendered with matte ground shadows and alpha channel so that the compositor could overlay it onto motion graphics backgrounds. Due to the number of frames and time restriction, it would also have to be denoised. 3500 frames total, bus model max file = 3.5 Gigs, 9 shots/scenes and the cameras travelled around the entirety of the bus so there was full visibility of the geometry.
Two images are attached for reference.
Problem
The glass material made the geometry behind it semi transparent.
This could be fixed easily in post but the denoiser was automatically applied to the alpha channel so the alpha was blurred and distorted and therefore couldn't be used.
Solution (sort of but not really)
Render and save the RGB with no denoiser as a Png sequence to get the beauty pass and the sharp alpha. Also save vrimg files to hold the render passes for denoising.
The Vrimg to exr extractor didn't work at the time of the project and there was no time to figure it out so the frames had to go out with the noise. Since then I have managed to extract them but they take quite alot of time to process which is an additional time hit - the additional files are huge aswell.
The Affect Channel functionality would have solved this, I'm therefore interested in knowing if this will be included into VRay GPU soon?
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