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Sgt.ArchAngel
05-01-2003, 07:16 PM
hi total n00b question im sure

im learning Maya and right now learning the dynamics side of things and playing with particles and fields with expressions to control color and blah blah blah

but sinse i cant render particles in the software render(unless its one of the 3 s/w) and have to use hardware render to get them my question is

what the best way to rener them out so i can composit them easily

i made this simple image to show you what i am talking about

basicly this is just a fountain bouncing off the sphere and plane

but if i just use hardware render then the texturing doesnt look good for the object(pretending it was textured) but with software i dont get the particles

so if i was to render the sphere seperate than the particles then compositing wouldnt i get particles looking like there not behind the sphere????

[short more readable qquestion]how can i render the particles seperate than the scene and compositing them in(i know how to render and save them in ahrdware render buffer...looking for more of best way to set the scene up)

im a total n00b when it comes to compositing so

if anyone knows of some great tutorials on it that would be great (hopfully one explaining how to render the particles seperate than the scene and compositing them in)

http://bricecaris.homeftp.net/mayaparticles.jpg

Winfred
05-01-2003, 07:23 PM
ucan turn on gemmetry mask in Hardare Buffer
then composite it with aphla map

not sure if it's what your what...
hope it helps

Sgt.ArchAngel
05-01-2003, 07:48 PM
aah ok now i see that option
i was looking for soething to mask the geomitry before but didnt see it

so to get them both then i jsut do that and render the geomitry and the apla maps with software correct?
if so how do i get the alpha maps to save
and possably a tutorial on compsiting the 2 together prperly

Winfred
05-02-2003, 12:10 AM
I'm not really good at compositing, but as far as you save your sequence in a file format that support aphla channel,
what you have to do is load it in a compsitor e.g. Aftereffect
the aphla channel is auto-loaded , like R,G,B channels, of course you can turn it off :)

and you'll be able to mess around with them.

I don't have any tutorial at this moment,
it's not maya-related once exported.
perhaps you can ask in compositing forum;)

Sgt.ArchAngel
05-02-2003, 02:16 AM
well im totaly stupid when it comes to maya so im having trouble getting to export the alpha maps

i do have a compositing program though "Combustion" just havnt installed it yet to learn anything bout it

ill have to see if i can find anything in the help files for layer rendering


i know in 3dsmax you could get alpha map from saving as targa but maya isnt making one so i donno

ill fiddle with it some more tonight when i get home

but i do thank you for the other part you helped me with

lowkey
05-02-2003, 08:17 AM
render your particles and geometry on separate layers (or create software/hardware-renders) with z-depth on...you can easily compose both parts (with correct fore- and background positioning), using the z-depth channel info to control depth-mattes later on that occlude/show the relevant parts.

for example (in afterEffects):

1.put your particles on a layer, extract depth information and adjust the black/white-point of the depth-matte in use to define the occlusion-point. (e.g. foreground)

2.duplicate that particle layer and invert the associated depth-matte (background)

3.put your sphere on a separate layer and position it between the fore- and background-layers.

simply look for z-depth compositing or something similiar in the manual of your compositor! hope that helps...:thumbsup:

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