Hi karsa
Is there a way i can send you the file to check my setup?
I still did not get the reflection I want like the one u did.
can I email it to you?
I can’t attach it here.
Tks
Jon
First let me answer your Questions.
1. What is a “selection pass?”
2. Why do I have to add a constant color beside the chair color (wood color)
Basically, if you want to select something from scene in Editing software to change the color or pump up the brightness, you have to render 1 Pass in constant R\G\B color. all image editing or composting software’s can select R\G\B colors and make “selection” of it for editing, thats why it is called selection pass or mat pass.
3. Secondary pass? What is AOV?
Maya or any renderer can output additional data (specular highlights, reflections, shadows, etc.) into separate image files, called Secondary pass or AOV (Arbitrary Output Variables)
Secondary passes are useful for compositing. It can be more efficient to adjust certain effects in compositing (such as tweaking specularity) than rendering the image over and over again.
Now, The Process for Above pass is very simple.
- Create a render layer or make copy of your file, name it “Reflection Mat”.
- select your specific Object you want to select in Compositng.
- assign Lambert shader to it.
- change the Diffuse color to R (1,0,0)
- make difusse 1.0 (0.8 by default)
- Render your scene with same lighting setup.
- if you are using Final gather, make your chair’s cast FG off. in shape nodes Metal ray section
- Then add contribution pass in in render layer by right click
- add reflection pass from Render setting> Passes
- you have to render 2-3 times to get the same result like above example.
11.floor should be black and only chair should be visible in reflection pass image
May be you can test it with Planes and sphere first.
Hope I have explained it!
Good luck
Thanks
Sagar[/QUOTE]