Hi!
For a new project I've been looking for best compositing method.
So I got through Direct/indirect method and RAW/filters method.
I get some glitches and maybe somebody knows the reason for them?
obviously I'm using EXR float linear.
1. In direct/indirect
overall quality is fine. Image lacks thickness in environment. Any way to fix this?
2. RAW/filters method
image catches some artifacts I can't explain
And as above - it lacks environment fog, even more than in first method.
3. For comparison of environment missing I post the final MAIN image compared to first method.
Am I doing something wrong?
multipass compositing in fusion, artifacts and no env.
Moderators: ChrisHekman, aoktar
Hi slepy8,
if you are using Environment medium it is not saved during passes, and it is more evident with the filter workflow.
Please, disable the environment medium, and copy/paste the scatteting medium into a specular material mith index 1, 0 reflection, and 1 transmisdion, applied to a cube, in the old manner.
Then you can have the fog in the sss pass to be composed in both methods.
ciao beppe
if you are using Environment medium it is not saved during passes, and it is more evident with the filter workflow.
Please, disable the environment medium, and copy/paste the scatteting medium into a specular material mith index 1, 0 reflection, and 1 transmisdion, applied to a cube, in the old manner.
Then you can have the fog in the sss pass to be composed in both methods.
ciao beppe
So it appears I have to rerender a whole scene twice.
First time to gt the image without env. but with render layer masks and all passes working.
Seccond to get SSS pass for env. only.
When I add this cube i get just one pass: Refraction. Because it is refractive element. Diffuse D, Diff I, Reflections are black.
So are Render layer masks, because the cube is an object and blocks the visibility fo render layer mask.
It's a pity I have to double rendertime for the scene because of environment only..
First time to gt the image without env. but with render layer masks and all passes working.
Seccond to get SSS pass for env. only.
When I add this cube i get just one pass: Refraction. Because it is refractive element. Diffuse D, Diff I, Reflections are black.
So are Render layer masks, because the cube is an object and blocks the visibility fo render layer mask.
It's a pity I have to double rendertime for the scene because of environment only..
Env medium, should be a separate pass. We should get what we see in live viewer 1:1.
In ur case i d try, override ur scene with a 100% black diffuse material in ur render fog, so u ADD it in comp. I guess this works in octane as in other engines.
Also when u say filter u mean RAW*REFLE for example? This should work 1:1 as well.
In ur case i d try, override ur scene with a 100% black diffuse material in ur render fog, so u ADD it in comp. I guess this works in octane as in other engines.
Also when u say filter u mean RAW*REFLE for example? This should work 1:1 as well.
Render a: all ur passes etc (no fog)
Render b: black diffuse in all ur objects and fog and u render only the beauty. This at comp, use with Additive mode.
Render b: black diffuse in all ur objects and fog and u render only the beauty. This at comp, use with Additive mode.
Hopefully this works. Ur welcome 
