Hi Perna. What I'm trying to achieve is for an animation with many more objects than in this example. I want to have separate passes for all the objects and separate passes for the reflections, shadows etc. I'd achieve this result with the matte method given but it would also mean that for every object, the whole scene…
@Aniceto & Slum: That coloured material ID pass is useful. @Cryrid: I'm not sure how to do that but I think it may be the answer to my next question. @Perma: Thanks a lot for the image. Yeah, I think I have an inbuilt thing not to read instruction sheets :) @Bbob: That's the prob I was having with the M/S/R material; as…
I worded that incorrectly. I have one whole scene render of 15 objects. When I bring it into a compositing program (ie A.Effects), I'd have 15 layers per frame, each containing that render of the scene with a different object's mask attached. Does the masked out area not cause extra file size, slowing down A.Effects? But…
Either do a mat ID pass for masking, or use the matte shadow material for everything else than what you want to render, if you still want to have shadows and reflections for the non rendered objects on your render, that is..
If you just want separate masks, render them together along with a Material ID pass, which will have unique colors per object, so you can easily key out certain parts. Render that material ID pass at 2x your target resolution with no AA so you can get clean keys.
I'll try to explain this as simply as I can. If I render a scene with a sphere, a plane and an overlapping block, I get the render attached (see All In One Pass). I'm having trouble rendering out exactly the same thing in three passes; Pass 1: sphere, Pass 2: Block, Pass 3: Plane. Here's how I do it: - Sphere Pass: I…
The trick isn't to hide them from the camera during render. I'm guessing you're using Max, so I can't be a direct help. But in Softimage I'd throw the other objects into a new pass partition (or a normal group even), and turn off the primary ray visibility. This prevents them from being directly rendered, but their…