I have a scene with a car, raytraced shadow casting MR Sun and Skylight in 3dsmax. I have a plane to catch the shadow and all renders fine when doing a complete render. I need the shadow of the car on its own preferably on the plane but with an alpha. Basically i'm going to comp the shadows onto a 360 rotation of the car for a 2d car game shot from 60 deg angle (above). Everything is rendered as single frame alpha pngs.
I've tried the following:
Using "Render Elements: shadows" - subsequent alpha channel displays only shadows inside wheel arches, large raytraced shadow on the plane disappears. Maybe this is due to using MR? Is RenderElements:shadows only used for default scanline shadows?
Using shadow/matte (mia) material can't seem to get this to work properly (i'm new to this shader and MR in general as i'm used to vray) - instructions i find are for the non mr version of this shader. In the render's alpha channel I get either solid white for the car and white for the shadow against the black plane or if I make opacity of the car shadow/matt shader=0 then it makes the car black but then there is no shadow (everything black). The reason I dont want any white for the car in the alpha channel is that I won't be able to seperate the shadow. Hope this is clear! Please help - i'm sure this is one of those easy when you know how things...
Replies
You could try rendering a shadow pass and using the alpha etc to do the work in PS. Or perhaps a white background and then more PS work.
EDIT** TI can get something working in a basic scene a plane a box and a light with MR... so yeah , im not sure what going on at ur end. maybe one of the render guys here can help out more good luck