View Full Version : parti_Volume with light does not give me a matte
ragboy666 08-09-2007, 03:08 PM If anyone can shed any.. light ... on this problem I would be greatful...
Basically I have a (maya)mental ray parti volume shader attached to a cube and a spot light, so this casts rays through the volume and I can see these in the render.
My problem is that there is no alpha under the rays. If I set matte opacity on the cube shader up to 1 then it is just a solid matte. I want to be able to overlay the rays over a background.
I have tried environment fog in MSoft, and light fog, but they dont look that great. This MR shader looks brilliant, but no matte.... arrgh
Thanks for any help.
Edd
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phix314
08-11-2007, 04:40 PM
That's a tough one... google comes back with all that stuff too. I'm not near maya ATM... there's no alpha checkbox or somethin? I'm sure you've looked, but I would guess that it's nothing too ridiculous.
ragboy666
08-12-2007, 07:35 PM
Cheers
Yeah its really tricky....
You give the bounding box a shader, then asign a parti volume to the volume shader attribute of its shading group. The box shader has options for matte opacity but you can only set these to a gain level and te matte comes from the box, so you get a total spread in the matte accross the render rather than just from the light beams.
Unless you could plug in something from the light.... I dont know how to do it though...
Thanks for trying.
Ashford
08-13-2007, 04:38 AM
Hi Ragboy666,
I'll take a punt and suggest "Pass Custom Alpha Channel" needs to be turned on. It can be found in RenderGlobals|MentalRay|CustomEntities rollout (Maya 6.5).
Good luck!
Matt
ragboy666
08-14-2007, 09:35 AM
Thanks for that idea matt, but it still didnt seem to work. Not sure how to get round this one. I'm sure it must be possible....
phix314
08-15-2007, 10:42 AM
Ooh quick though, what about the primary visibility of the box? There's a few options in the attribute editor, and, again, at work so Maya is not around...
ragboy666
08-15-2007, 05:28 PM
I did try a few days ago that but get no alpha at all then. There must be a way I am not thinking of. Maybe I should ask mental images.... anyway cheers again.
Edd
phix314
08-15-2007, 06:10 PM
Now this is buggin me ;)
Maybe you need to set up a seperate pass, and combine the alpha it does give you with the rendered out greyness, then combine.
Comprende?
ragboy666
08-16-2007, 12:03 AM
I did find a bit of a fudgy solution in taking a desaturated copy of the colour channel, adding that to a copy of the alpha channel and putting it back in the alpha. It seems to work mostly, but I got so many renders I was trying to avoid it coz the deadline is looming. Anyway I wil try and post the result when I got it done. Its getting there. Shame you always have to run out of time on these projects....
Cheers again
Edd
phix314
08-16-2007, 08:45 PM
If it works.... then I guess it works.
The other day I tried slapping black surface shader onto the sphere I was using as a test and rendered it out, and the RGB seemed to work okay... that way there's no bias with the desaturated version (weight between R, G, and B values).
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