backplate image workflow ?

Autodesk Maya (Plugin developed by JimStar)

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xtrm3d
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hi guys ,
i use a the backplate display in the stand alone,
but it seem that this feature is not in maya ? or i am not able to locate it ...

anyway ,.
what would be the best workflow to emulate it ?
tried some thing on my side , but i would be curious to see how you would approach it

thanks
xtrm3d
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32 view and no answers ?
either , no one use backplate with octane in maya .. or it was a very stupid question :-(
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Joss
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It seems camera background image simply doesn't work, i think it's a question to JimStar - does the plug-in support image backgrounds at all, and are there any contact shadow shaders supported by the engine?

Upd:
I found this thread: http://render.otoy.com/forum/viewtopic.php?f=6&t=25747
it seems that shadow catchers supported since the end of 2012.
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xtrm3d
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hi Joss ,
thx for your reply .
yes shadow catcher is working fine for a long time .. and nope the background swap is not working because of the architecture of maya ..
very aware of that , just curious about how peoples would approach it .. what type of workflow to a achieve a perfect alignment ?
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TBFX
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xtrm3d wrote:what type of workflow to a achieve a perfect alignment ?
You can still use an image plane in the Maya viewport to align the 3d elements to the backplate as usual. Though I suspect you knew that.

T.
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Joss
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Oh wait, i thought you have problems rendering the background or contact shadows.
If you want to just see the background in the viewport - use Environment -> Create Image Plane in camera AE, althought some parameters may be a bit vague.

Or what exactly was the problem with the image planes?
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xtrm3d
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hi guys ,
thank you for your replies ,

well, obviously i know about how to do it with teh camera in teh viewport ,.
the main issue i have is with octane color grading .. as i would want my bakplate to recive teh same amount of post processing and color grading as my rendering
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TBFX
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You could constrain a plane to the camera and set it back behind your scene as a physical image plane and then make it emissive with a texture emission. If you balance the emission power and texture gamma just right you may get it to look about right, but it will contribute to the scene lighting so may not give a desirable end result.
T.
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xtrm3d
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thank you for the input ..
might actually work if rendering in two pass :-)
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