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Lewis wrote:abstrax wrote:"Keep environment" was always broken, because you can't use a simple alpha channel to cut out the environment from a normal render with environment. The border pixels around the cutout will always be a partial mix between environment and foreground which looks like wrong when you compose it onto a different background.
HI Abstrax.
Sorry for delay but i had some jbs to finish and i was back to 2.16. No wi got some free time to test and show you my issue wiht this removeal of "Keep Environment" option. I can't believe I'm the only one renderign 32B files with Environment+Alpha at one go? With this workflow no passes needed and you can always replace BG if you wish since Alpha is embeded in 32Bit TGA. For 2.20 to get Alpha then ther eis no SKY in Backgorund (or IPR), and if oyu want SKY then you get empty (white) Alpha since it's turned off .
Also if you render alpha separatel you then don't get that lens flare effect bloom/glare in 2.20 .
Here is how i used it in Octane 2.16 and before
https://www.dropbox.com/s/nlnmj7vy10bx1 ... 6.jpg?dl=0
And here is now problem in 2.2.x after removal of that option
https://www.dropbox.com/s/9c0ct91f5eapm ... 0.jpg?dl=0
So my quesiton is how to render it now (2.2x--->) same as in 2.16 at one go/file without extra steps/files/passes?
Thanks for your time
abstrax wrote:One more question in this discussion: When you render with post effects and alpha and then actually use alpha to cut out the foreground you will also cut out the post-effects, which probably looks like crap, too. In other words: Although you could render stuff with alpha and background in 2.16, you would never to be able to use the alpha channel, because that destroys the post effects. How did you work around this?
Lewis wrote:I usually combine all in PhotoShop - i make 2nd layers to add sky/clounds (since octane SKY don't have any clouds).
Workflow owuld go liek this
1. Render TGA 32b with Alpha but visible SKY (Keep Environment)
2. Got o Pshop and put that in Layer 1
3. CTRL+Click on alpha channel to select alpha (contine din 32B TGA)
4. CTRL+J to make new layer from that selection (this time with extracted alha/sky), that makes Layer two above layer one
5. Load sky/reference image and put that layer between those two layers
SO in that case i effectively have clouds masked easilly by Alpha within same render (single TGA 32bit) and then i can tweak transparency/opacity for clouds, add gradient to layer mask or use cliping mask of building snce i often wish but still keep the octane nice sky/environment effects.
If is not clearly explained (sorry for my english ) i can make you short video of my workflow .
Thanks one more for your time.
BorisGoreta wrote:I have a problem with baked particles as PFX files. Instances are attached to the particles and the PFX file starts "playing" at some frame during the animation. If I start to render a sequence before this frame Octane plugin does not initiate instances for these particles ( because there are zero particles at this point ). And when the particles kick in there are no instances visible in Octane render. Sometimes when I initiate IPR before particles kick in and then scrub the timeline to after they kick in I even get the message line "instances not initialized you need to reload the scene". Now, if I use reload scene feature for every frame the sequence works fine but it would be nice if this PFX setup would work without reloading the scene because there are tons of other stuff in the scene which don't need reloading.
BorisGoreta wrote:When using displacement multi UV is not working !
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