View Full Version : [need help] rendering case
i have a case, say i have this scene with an object [A], in this scene object [A] surrounded by other objects, i put a camera rotating the scene, then i want to render them separately, now, is there anyway to get the objects in front of [A] as alpha channel for rendering output and most important is to make max don't process them as a full object in the rendering but when the rendering is finished what i got is full [A] with slots/holes/black area shaped like those objects in front of [A] in its alpha channel?
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Equinoxx
01-27-2003, 11:09 AM
put a matte/shadow material on objects [B]
geez am i an idiot :scream: ... why the hell didn't i think of that... thanks very much equinoxx :beer:
Equinoxx
01-27-2003, 12:46 PM
t'was my pleasure . . .
still have problem... max still process object [b], this doesn't make any significant change to the rendering time. I realize most proffessionals don't do rendering of a full scene at a time, i like to watch behind the scenes from movies alot and the "movie magic" show. So how do they do this? If there's only two objects one in front of another and they never switch position it's not a problem, but when one of the object goes behind another object in an animation, there should be part of the object which cutted by the object that goes in front of it, and no way i'm gonna fix the animation frame by frame, right? There's a "render element" option on max rendering window, but max still render the whole scene then give secon output for the element. What i want is to render the objects separately, so whenever my client want me to change a small part of the scene, i just need to rerender that small part only, without wasting another weeks and more operational cost just for rerendering, then recompose them in a compositing software.
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