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Old 03-08-2013, 08:14 AM   #1
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Specular and Zdepth pass problems out of 3dsmax and AE???

Ok, so I have always had problems with compositing passes through the years. Wasn't sure if there were new techniques available or maybe I am missing something. But basically with the zdepth pass, I use the frischluft plugin and it doesn't factor in see refractive windows/see through windows??? So to get around it in the past, I would do a seperate renderzdepth pass with the windows knocked out. Did the trick sort of, but doesn't seem as acurate, especially if there are reflections. Was wondering if there is a better way of doing this?

Second, is I output a specular pass. I set it to "add" in AE, and put a slight glow and slight gausian blur(not sure if that is the correct way, but it usually looks good to me). I just ran into a problem, where I am using a xfrog tree, and it is factoring each leaf blade as a square because they are made of planes. I did re-setup the textures, so they are using the cutout option instead of .tif alphas. But the specular output is factoring in squares and not the leaf shapes. So the specular looks really wrong on the tree.....

Any help would be awesome, thank you in advance.
"A man who conquers himself is greater than one who conquers a thousand men in battle" - Buddha
Old 03-08-2013, 02:27 PM   #2
J. Schreyer
ARRI Berlin
Berlin, Germany
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Refraction overrides transparency in 3ds Max, I work around this by rendering a pass without refraction.
But the specular output is factoring in squares and not the leaf shapes. So the specular looks really wrong on the tree.....
Try rendering a matte element for the leaves.
Old 03-08-2013, 02:27 PM   #3
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