Matte shader removes original shading info.

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Old 08 August 2009   #1
Matte shader removes original shading info.

I am trying to break my scene up into layers for comp.. I am using the useBackground shader as a mask for an object, however this then turns that object into a solid black object, and thus when I render, the other objects no longer reflect the diffuse or the ambient that was originally on the object prior to masking.

Is there a solution to this?
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Last edited by vfx : 08 August 2009 at 03:25 PM.
 
Old 08 August 2009   #2
Rather than useBackground as a mask, leave the original shaders and turn off primaryVisibility for those objects in the render stats part of the attribute editor. Or use the attribute spread sheet if you have many objects that need changing.

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Old 08 August 2009   #3
didn't read as it should ,i understand other thing
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Last edited by AlexTNT : 08 August 2009 at 05:13 AM.
 
Old 08 August 2009   #4
Originally Posted by djx: Rather than useBackground as a mask, leave the original shaders and turn off primaryVisibility for those objects in the render stats part of the attribute editor. Or use the attribute spread sheet if you have many objects that need changing.

-- David


Maybe I'm not explaining myself well enough.. if I turn off primary visibility, then the object no longer works to matte out the part of the object which is behind it.

Here's an example to help better explain:

1. Snake crawls over branch.
2. Render just snake layer.. so branch layer needs to be invisible but provide colour detail for the FG on the snake, and it needs to contribute to the alpha masking out the section of the snake which is behind the branch.

I have considered just rendering out the whole snake and then doing a matte render pass (black and white) and just doing the mask work in post, but it's less render expensive to render only what the camera sees of the snake.
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Old 08 August 2009   #5
dont' have the solution, but might help :)

did you find the solution? If you did, please share.
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what render are you using? I had some trouble using useBackground shader in conjunction with MR.
Possible solution is using mip_matteshadow (from Production Shader Library), but I still don't know how to use it (hoping tomorrow I'll know )
 
Old 08 August 2009   #6
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