vray render elements


#1

hey , if anyone coul point me a tutorial on basic and advanced open.exr would be great ,

i want to know how to render properly with render elements on v ray , which passes are essential and which not , so i can exclude the ones i dont need depending on the scene, which renderers are better to use for some passes and vicerversa ,
and one specific question is im trying to render the background ( hdri in vray) but i cant see it when import it in after effects, it worked as a jpeg but i want it in exr, any solution?? even if i change in the vray buffer to the background channel and save the image as an .exr i still cant see it on the 3dr pty apps


#2

Here’s a pretty good tutorial on vray passes and compositing them together. To my knowledge, there is no way to export the background with an exr. However, that does not mean you have to use jpeg. Most 8- and 16-bit image formats export with the background, so try something like tga.


#3

Fundamentals are the same in Photoshop, AE and Nuke. Though of course Nuke visually makes more sense.
To sum it up,

Take your RAW GI -----MULTIPLY— Diffuse --> Result 1
Take you RAW Light —MULTIPLY— Diffuse --> Result 2

Take [Result 1] —PLUS/ADD/SCREEN— [Result 2] --> Result 3
This till now is Beauty with NO Reflection / Refraction / Spec / AO / Z-Depth)

Take [Result 3] – PLUS/SCREEN — Refraction
-----------------------PLUS/SCREEN ----Reflection
-----------------------PLUS/SCREEN ----Specularity --> Result 4
and this is your Beauty with NO AO / Z-Depth

Take [Result 4] —MULTIPLY — Inverted RAW Shadow --> Result 5
Take [Result 5]----MULITPLY----- AO —> Result 6

Now to add ZDepth in AE you can use your plugin to do the bluring using the zdepth data
in Nuke you add a COPY node and copy the Red (or Green or Blue) channel of the zdepth pass to the Depth channel of [Result6] and the do a ZBlur on the depth channel

I should add this
For more control:
you can add the passes ReflectionFilter and RefractionFilter
these passes are MASKs for your Reflection and Refraction passes
by masks i mean you can color correct the Reflection or Refraction through these two.

Of course you can add color correction/Blur/Glow/Grade/… to every single one of those passes

RAW GI
RAW Light
Diffuse
Reflection
Refraction
AO
zDepth

Optional:
ReflectionFilter
RefractionFilter

Self Illumination (If you have any objects that have Incandescent value. The operation is between layers/nodes SCREEN/ADD)
Material ID ( If you wanna color correct your objects individually this is the mask)
SSS ( If you have subsurface scattering. its an OVER operation between layers/nodes)
Normals ( If you wanna relight your object in Nuke which is a whole another topic or anything else that requires surface normals)


#4

thanks Dagoor and Bassdeluxe , this is very usefull


#5

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