Hi there,
i currently working on my stonepit,
(here a WIP Pic)
![StonepitMesk.png](http://1.bp.blogspot.com/-LTiE-XQjKTI/TylKqzI2DpI/AAAAAAAAA1U/ZREpzJiOP0Y/s1600/StonepitMesk.png)
and have some render issues - maybe you can help me !
Here a screeshot that may explain my problem:
(I want to seperate groundplane and object - works well with renderlayers,
BUT - when i seperate it - Maya renders all UNDEr the groundplane.
Is there a function that says, "render all what you see" and seperate groundplane from rest ?
Hope you can understand my question
![;) ;)](https://polycount.com/plugins/emojiextender/emoji/twitter/wink.png)
Thanks guys !
![whatiWant.png](http://img6.imagebanana.com/img/n1uvbbqo/whatiWant.png)
![whatiWant2.png](http://img7.imagebanana.com/img/m3l4zlxl/whatiWant2.png)
Replies
Something i used at Rare is a background shader, its pretty simple to use just go to assign new shader and choose the background shader. You then have some values you can change in that.
If you are using render layers, one i always use is an idRenderLayer, i use different flat colours for different objects or materials for example in your case groundplane have a flat blue colour and the rest have a flat red, so when i am in photoshop i can select between the two very easily.
Hope that helps!
Edit: i think you will be best with my selection shader idea and the background shader just realised you wanted the stuff under the groundplane not to show up!
ill allready have a backgroudshader, called
mip_matteshadow with mib_transparency for backgroundcolor !
Workes well for Alpha channel and seperating, but didnt work when somethink
is under the plane
Isnt there a function, that says " render all as if it (groundplane) were there, but seperate groundplane and rest ?!
that worked well for alpha channel and rendering the shadows only,
but doesnt work that way i want it to be ;(
If thats not working try creating a new lambert and set the ambience to the same colour as your diffuse. For example red. Assign this to your groundplane.
Then get the other objects and create another lambert set that to blue do the same with the ambience. When you render you should have two seperate flat colours the red and the blue. Then you can select the bits that need deleating.
Not sure why the surface shader or the background aint working though, they do on mine, lol!
here a screeshot that explains better.
Maybe its a issue between the renderlayer settings and my shadernetwork..
Ahh and the Groundplane Layer is only black, no Alpha
i rebuild the entire shader, the use_background shader does
it !! - with shadow and alpha !
THanks guys !
my ambient occlusion has no alpha map !
it batchrendered the groundplane ! as you can see
down below.. meoow
and get an alpha channel ?