View Full Version : dirty alpha channel...
thomwickes 09-20-2007, 10:06 PM I'm trying to get a decent clean dust pass, using maya cloud particles - on the current render layer, ive got the particles with a use background shader applied to the rest of the geo but it's coming out all stupid... any suggestions?
thumbs attached (left RGB, right Alpha)
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apoc519
09-20-2007, 10:39 PM
did you turn the reflectivity to 0 and specular to black on the use background shader? Thats fixed the problem for me before
mandark1011
09-20-2007, 11:16 PM
looks like the surface has cast and recieve shadows turned on.
if your only looking for a clean dust pass you should turn render stats off except for primary vis and smooth shading
apoc519
09-20-2007, 11:21 PM
but you'd want the ground plane to receive shadows, no? Just not cast them
mandark1011
09-20-2007, 11:25 PM
depends if your looking for a "clean" alpha for just the particles or a particle and shadow pass for them, either way it does look like a render stats issue i believe
thomwickes
09-20-2007, 11:40 PM
Yeah, sorry - not entirely clean - i'd like the shadows in there too. I'm pretty sure i turned off 'cast shadows' but i didn't turn the reflectivity to 0 and specular to black on the use background shader. I just stuck it on and hoped for the best.
I'm not at home right now but I have a few things to try when I get back.
Thanks!
thomwickes
09-21-2007, 10:03 PM
done - it was the render stats thing, but still usefull to know about the reflectivity/specular thing.
Thanks
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