Matte Objects

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Matte Objects

Postby lordpazuzu » Tue Feb 16, 2016 1:36 am

lordpazuzu Tue Feb 16, 2016 1:36 am
Hi!!

First of all! Amazing work on the plugin, thank you very much for the effort!!

It will be very nice if we can have a matte option that can just hold out the scene; Right now the matte option serves as a shadow catcher, so is not possible to just hold out because my alpha channel will have the shadow information also and there will be some overhead because of the shadow computation over the matte object. So currently my approach is to do two renders, one with the shadow catcher and another with the shadows turn off for my original object to get a clean alpha channel and with the hold out.

Thank you!
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Re: Matte Objects

Postby juanjgon » Tue Feb 16, 2016 9:04 am

juanjgon Tue Feb 16, 2016 9:04 am
I hope that these kind features can easily be added once we have the OSL support in place to write our own custom shader nodes.

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Re: Matte Objects

Postby lordpazuzu » Tue Feb 16, 2016 2:20 pm

lordpazuzu Tue Feb 16, 2016 2:20 pm
Awesome!!
Thank you!
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Re: Matte Objects

Postby abstrax » Wed Feb 17, 2016 12:43 am

abstrax Wed Feb 17, 2016 12:43 am
You would use the render layers together with shadow passes for exactly that.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: Matte Objects

Postby juanjgon » Wed Feb 17, 2016 9:21 am

juanjgon Wed Feb 17, 2016 9:21 am
abstrax wrote:You would use the render layers together with shadow passes for exactly that.


Yes, true. You can check the docs about this topic:
https://docs.otoy.com/Houdini/?page_id=1161

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Re: Matte Objects

Postby lordpazuzu » Thu Feb 18, 2016 12:46 am

lordpazuzu Thu Feb 18, 2016 12:46 am
It works perfect! Thank you!
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Re: Matte Objects

Postby ptunstall » Thu Mar 02, 2017 2:56 pm

ptunstall Thu Mar 02, 2017 2:56 pm
I am trying to get this result aswell with volumes so I can just over my smoke on top of my render but I seem to not understand the workflow. How do I just get the alpha of the smoke without the shadow of the other geometry adding anything?
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Re: Matte Objects

Postby fantome » Thu Nov 24, 2022 10:05 am

fantome Thu Nov 24, 2022 10:05 am
i would be curious to know if there are progress, on this topic ?
are we now able to render a proper matte object inside octane.
so for exemple i have :
- a mesh of a CG ocean
- a volumetric foam
- a particle spray sim of the foam

but i would like to separate them in comp. so is there a way to properly set the ocean geo as a matte object, where it will have absolutely no influence in the scene lighting in direct and indirect illum.
Thus i will be able to get my particles and my foam matted by this ocean geo, but with no visibility of it in the alpha channel.

Cheers
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Re: Matte Objects

Postby juanjgon » Sun Nov 27, 2022 11:49 am

juanjgon Sun Nov 27, 2022 11:49 am
I think that the layers rendering is probably the best workflow for this kind of project.

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Re: Matte Objects

Postby fantome » Wed Nov 30, 2022 6:32 pm

fantome Wed Nov 30, 2022 6:32 pm
thanks for your answer Juanjo. direct matte object support like in RS would be great, but it's a standalone limitation, not a pluggin one.
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