Alexandar, did I get the 5.1 update vfb matte feature wrong? I thought we now would get render layers with matte/transparency INCLUDED (like saving renderlayers with cebas psd manager). for example “selected object” still renders the object on black background and i don´t understand how to export the mattes created from multimatte in the new vfb. Do we still have to create each matte manually via “multimatte - color select - delete” in psd???
Matthias
@digitarch Do you mean the VFB2 masks feature? Its intent is to be used in conjunction with color adjustments based on a given masking pass (multimattes, cryptomattes, render ids, etc.). I am not sure if I understand your concern, please clarify.
PS. Using the multimatte’s channels (r/g/b) in PS should produce a more accurate selection.
Aleksandar, example:
when saving the rgb layer to png with alpha i get the rendered object with transparency ready to run where the environment or objects are set to affect alpha = -1
I DONT need to render a multimatte, select color in photoshop, delete selection to isolate the rendered object for editing like color tune the rendered object in my psd composition
even more important - when updating the scene in 3dsmax i have to MANUALLY update select delete ALL masks in photoshop!
When rendering with vray and saving render layer using cebas psd manager i get any object WITH transparency saved - no manual mask updating.
I thought the new vfb2 mask feature would allow to automatically use a object/material matte to create the transparency mask when saving render layers…
Matthias
I am not too familiar with psd manager to give a precise answer, however, from what you’ve said, it simply applies the alpha to the RGB image, which you can easily do in post prior to further editing.