when using those render elements I often get white pixels around silhouette. And now I have a scene with a lot of backlights and this is really problematic. I try to choke the alha but it even appear around objects inside the alpha… Is there any way to avoid this? Maybe by using reflection and light passes instead of raw?
Heya
Do you use it in 32 bits/exr ?
Do you multiply diffuse by raw light and reflectionFilter by rawRefl?
Regards
Dariusz
Yes to all.
In 32 bits exr in linear mode sRGB space in after effects
usinf a simple matte choker on the rawLighting help a lot.
Yeah don’t use the raw passes. Divide for example Reflection by Reflection Filter, then adjust, then multiply with Refl Filter again.
I thought that’d been fixed in 3.x?
Yes, V-Ray 3.x makes this automatically. All raw render elements should work well.
Yes, however for this to work, you need to have the raw, normal and filter elements all enabled (i.e. raw GI, GI, and diffuse filter).
Best regards,
Vlado
Vlado, you mean we must comp for example the rawLighting with the lighting and the diffuse filter? How do we mix them? normally for the lighting pass I just multiply the diffuse filter on the raw lighting and put that in add mode in my comp…
Eh no, this was in response to Tashko’s note that V-Ray 3.0 will do the correct thing. It will do the correct thing if all three elements are present. Otherwise it will be the same as V-Ray 2.x
Best regards,
Vlado
Ah okay - so it’s kind of doing a sneaky divide on the way out and replacing the original raw ref file?
So I need light/rawlight/diffuse in order for vray to create proper raw light or can I just have raw light + diffuse?
In order to get correct raw passes in V-Ray 3 (without manually dividing Lighting/diffuse to get Raw lighting in post), all main render elements should be added as well. So if you going to use raw light, raw gi, raw reflection elements e.t.c. you must add lighting, GI, reflection elements too
Otherwise V-Ray will not be able to calculate proper raw elements and they will be issues in compositing.
V-Ray divides automatically Lighting/Diffuse and saves proper Raw Lighting.
So to avoid confusion, to have VRay automatically create the correct raw passes you would need a full set, correct? For example:
Reflection, RawReflection and ReflectionFilter
Or:
Lighting, RawLighting and Diffuse
GI, RawGI and Diffuse
Refraction, RawRefraction, RefractionFilter
Oh well snap. I didn’t know that. I’ve just assumed that maya v3 only needed raw light + diffuse. Well it might be worth pointing this out somewhere in docs or in warning print or in render element section so that people know that.
Regards
Dariusz
Yes, that’s it.
We will definitely add a note to our documentation about this.
Exactly.
Best regards,
Vlado
Seems like an elegant route - I’d say compers will like it too as if gives them the options of a fast, plus based workflow and the full breakdown in every case.
Shame the forum doesn’t have a “thanks” function for quick replies too!
Ok
That means we have to output them all in 3ds max but when we comp we use only rawlighting and diffuse filter (we don’t use in comp the lighting pass that is just needed internally by vray 3). Is that correct?
But that’s exactly what I did for my current project and I still get white border around my lighting pass (and also a bit in ref pass and sometimes even specular).
Also I noticed the white border is reduced when I interpret the alpha as a straight in after effects instead of the default premultiplied. but it’s still there and it’s there in some silhouette that are inside the alpha so I can’t remvie them completely by tweaking the alpha.
Yes.
But that’s exactly what I did for my current project and I still get white border around my lighting pass (and also a bit in ref pass and sometimes even specular).Then it would be best to get us an example scene to support@chaosgroup.com so that we can look at what’s going on.
Best regards,
Vlado
I sent the files.
you can see the result of this scene here: first a the top, this is the comp in after effects witht that huge white border and then below is the beauty pass that look ok. The white is impossible to remove completely in comp cause there is some on the border of the sphere in front of another sphere that is not part of the alpha. Also in the corners of the alpha it’s very hard to remove.
My shader is very dark and it is a bit over expose to get this result. If I use a default grey shader it looks a bit overexposed. but stil I don’t understand why the element don’t give the same result as the beauty.
The white is caused mostly by the rawlighting pass but also by the rawreflection.
And here is the scene too if someone want to try. And there is inside my nice chocolate shader for free if you want it by the way.: Checking your browser…