Here is a link to the example of an object alpha masks.
http://render.otoy.com/forum/viewtopic. ... 10#p184231
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- BorisGoreta
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Thanks pal. Just as I remembered. 

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Altough i'm a licensed customer, i'm not allowed to read this thread...BorisGoreta wrote:Here is a link to the example of an object alpha masks.
http://render.otoy.com/forum/viewtopic. ... 10#p184231

Can you post the example here?
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- BorisGoreta
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In alpha channel image we need the bottle in the first alpha image to be completely black so we can comp the daisy into original footage but as you can see we have shadows in bottle alpha channel.
In RGB channels the bottle should render normaly as it does currently.





In RGB channels the bottle should render normaly as it does currently.
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- stratified
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Hi,geo_n wrote:Can we have better compression of the exr?
Rle, piz, zip, etc. I think we have uncompressed only right now.
The size of exr is 3 times bigger than what it should be.
Also with the lw plugin the beauty pass is not embedded in the multilyr exr. Is this the same with the standalone? It would be great if the beauty pass is also embedded.
Yes, we'll add those extra compression modes. Regarding lw, I think that should be fixed in lw. Standalone exports the beauty pass.
cheers,
Thomas
The beauty pass issue is fixed in the LW plugin for the next release.stratified wrote: Yes, we'll add those extra compression modes. Regarding lw, I think that should be fixed in lw. Standalone exports the beauty pass.
-Juanjo
Thanks guys.
Also lightwave doesn't have the abiity to assign an objectid manually afaik unlike 3dmax .
It would be great if we can assign an objectid via nodes in lw so we can specifically create masks for objects and not have octane do it randomly.
When I tried the objectid in lw, some of the different objects have the same objectid and some objects that should have the same objectid have been wrongly assigned and masking is not possible.

I'm not sure if manual assignment of objectid is suppported in octane standalone.
A coverage buffer would be great, too.
Also lightwave doesn't have the abiity to assign an objectid manually afaik unlike 3dmax .
It would be great if we can assign an objectid via nodes in lw so we can specifically create masks for objects and not have octane do it randomly.
When I tried the objectid in lw, some of the different objects have the same objectid and some objects that should have the same objectid have been wrongly assigned and masking is not possible.

I'm not sure if manual assignment of objectid is suppported in octane standalone.
A coverage buffer would be great, too.
- mykola1985
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Hi there, I think i've got a problem with 2.1 (octane standalone)... when I import an Alembic file that contains a lot of animated geometry, as soon as i move the time line, octane crashes to desktop without any message... should i upload the alembic file in order you can test it? (where? if yes)
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The trouble starts with terminology. Traditionally in CG there have been 'diffuse' and 'reflection' as separate properties because one meant 100% diffuse and one meant 100% mirror reflection. In reality it is all reflection, with different levels of diffusion. So this reflection pass is correct in that it displays all the light that has been reflected off a surface. It becomes very hard to draw the line between what appears in a 'reflection pass' if you don't include diffuse shaders. What about a 2% glossy reflection? 10%?immortalartscom wrote:other big thing is reflection pass. why are diffuse objects also in it? specular is OK i think. but in reflectionpass there is also diffuse information?
The 'specular pass' seems to be a bit unlike the others, it seems to just return the full beauty result of anything with a 'specular material' applied to it.
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- Seekerfinder
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Is there not a distinction between ambient light reflection and environment reflection?Jozvex wrote:The trouble starts with terminology. Traditionally in CG there have been 'diffuse' and 'reflection' as separate properties because one meant 100% diffuse and one meant 100% mirror reflection. In reality it is all reflection, with different levels of diffusion. So this reflection pass is correct in that it displays all the light that has been reflected off a surface. It becomes very hard to draw the line between what appears in a 'reflection pass' if you don't include diffuse shaders. What about a 2% glossy reflection? 10%?immortalartscom wrote:other big thing is reflection pass. why are diffuse objects also in it? specular is OK i think. but in reflectionpass there is also diffuse information?
The 'specular pass' seems to be a bit unlike the others, it seems to just return the full beauty result of anything with a 'specular material' applied to it.
Seeker
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