View Full Version : Rendering in Layers
erwin1978 01-11-2003, 06:28 PM Let me get this straight before I go insane any further: I've created render layers. I've unselected the beauty passes and selected the other passes for each layer. Now, in order to render the individual passes I must do a batch render? Rendering using the normal way only renders one pass.
Here's a biggy: if the layers are rendered separately, then what happens to the shadows if one object lies on top of another with a spot light overhead? Will the shadows still occur on the bottom object even though no object is on top of it in the rendered layer?
How about this default render layer; what is it for?
How do I find out how long layer rendering takes? I don't see the usual window that pops up.
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gmask
01-11-2003, 08:01 PM
>>>Now, in order to render the individual passes I must do a batch render? Rendering using the normal way only renders one pass.
Yes you must batch render.
>>if the layers are rendered separately, then what happens to the shadows if one object lies on top of another with a spot light overhead?
Since layers are exlusive you will have to put copies of objects in the other layers that have the primary visibility turned off. Or turn of render layers and just render on eglobal shadow pass.
>>How about this default render layer; what is it for?
It is just a catchall for any object not assigned to a render layer.
erwin1978
01-11-2003, 08:21 PM
I see the reflections are there so why not the shadows as well?
gmask
01-11-2003, 08:32 PM
Originally posted by erwin1978
I see the reflections are there so why not the shadows as well?
I don't know why it doesn't work for raytraced shadows but it does for depthMap shadows. So either use Dmap shadows or place shadow casting invisible objects in the other layers or do the one global shadow pass.
erwin1978
01-11-2003, 10:01 PM
Let's just say I have two torus locked like a link chain. Each torus is in a render layer. How would I combine the two rendered images so they look like they were rendered as one?
gmask
01-11-2003, 10:20 PM
You'd have to copy on of the objects and give it a blackhole shader. A blackhole shader is a surface shader with a full black out matte opacity.
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