View Full Version : Culling objects on different renderig layers
gattu_marrudu 01-04-2006, 11:07 AM I'm rendering a character with parts on different render layers. I have a glowing head and body on one layer, and two eyeballs on another layer above the first one. I did so because I don't want the eyeballs to be covered by the head's glow.
If I render the character frontally, the result is OK. But if I render it from behind, the eyes are still visible, as if they were not culled by the head.
How can I affect the eyes' layer so that they are only visible when they are before the head?
-- OR -- is there another way not to affect an object by the glow?
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jeremybirn
01-04-2006, 02:31 PM
Include the head in the layer with the eyes, but override its shader to make the head a matte object with a surface shader that's black in RGB and black alpha.
-jeremy
Komarcic
01-04-2006, 10:05 PM
hey Jeremy, i was just wondering...a lot of times actually, where do you guys get all this info about shaders from??
Include the head in the layer with the eyes, but override its shader to make the head a matte object with a surface shader that's black in RGB and black alpha.
such as this trick..there are just numerous details inside maya that mortals just can't know all of them. it's stuff that noone would even think of using. when i have a very complicated problem with rendering an, i just ask around at cgtalk, but wouldn't know even where to start looking if i were to try and fix the problem by myself because there just to many stuff.
would you care to recommend any good books on these tricks?
gattu_marrudu
01-04-2006, 10:34 PM
Sorry Jeremy, I didn't understand.
Shall I put the eyes and the head on the same layer, then assign a material override to THE LAYER with a surface shader with RGBA=0 0 0 0? But this way I will only get a transparent layer, and both objects will disappear!
Or shall I render the same objects on another layer (without material override) too? I tried, but it didn't work.
johto
01-05-2006, 08:56 AM
Hi ! I think Jeremy was trying to say was this:
You render your eyes on differend "pass" but when you do it, include that head in the same layers as the eyes too. Then you can "mask" the eyes backside using the head when the head uses an surface layer shader and you have it RGB and ALPHA put BLACK. Then that "surface layer" shader will be working as an matte mask, blocking the eyes viewed from back ;)
gattu_marrudu
01-13-2006, 06:34 PM
It worked at last!
I assigned the head a UseBackground material (no reflectivity, shadow 100% & opacity gain mode) and rendered it in the same layer as the eyes. Below this layer I made another one including only the head, and I overrid its material with the head's "real" material.
ive got a problem you guys may be able to help me with. ive got an angel character with wings and want to render it in layers. i can do the method here but my problem is i want to render the wings with antialiasing turned off so as not to blur the image but i want it on for the everything else(the body). if i do this i get an outline from the matted body when i lay the unmatted body on top. any suggestions?
edit* actually i get that outline with both passes anti aliased. how do i get rid of that?
heres an example(the body is a seperate pass from the wings)
http://www.geocities.com/feedback3d/angel_alpha.jpg
on thing to note is i rendered with a white environment background from the camera instead of the default black.
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