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View Full Version : multipass rendering, don't know how


stephen2002
12-21-2004, 01:23 PM
Ok, so I have a scene that I rendered out with the vector render because I wanted a cell-shade look to it. Now I would like to composit in effects rendered using the software render, like flames, into the resulting vector render still frames (tga files). Things overlap here and there so I need the original geometry to act as a mask. I had thought of two possibilities, but would like to see if there is a better way to do it.

One way I thought of would be to make everything other than the fire effects chroma green and then use keying. The only problem with that is fire is transparent around the edges, so that won't work.

Another way would be to project the vector rendered frames onto all of the geometry but the flame effects. The problem is I am not sure how to go about doing this so it matches up properly.

Ideally I would just have an "alpha" material or something to apply to the geometry I want not to show up in the second pass but I still want them to block other objects. Any suggestions would be most appreciated.

Chadrik
12-22-2004, 01:45 AM
if your effects produce alpha channels then you can just use a black surface shader with black matte opacity on your geometry. they wil serve as a "hold-out", blocking out your effects where they pass behind your geometry, and they will appear black in the alpha channel as well. your alphas should represent the opacity of your effects everywhere that they are not occluded by your geometry, making them correct for compositing over your cell-shaded objects.

stephen2002
12-22-2004, 03:43 AM
What you suggested is almost what I ended up doing. I rendered in 3 passes, 1 the vector, 2 the flame, 3 the objects to block the flame, that I plan to use as an extra alpha layer, as I did not want them showing up in the color.

I did not know of the matte features, those are great. Thanks!

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