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Use Background Shader equivalent
Posted: Thu Sep 17, 2015 8:20 am
by Craig3d
Hi Guys I forgot to ask 2 questions in the last post.
Im running maya 2016 with the latest Octane Plugin.
I have searched for this in the forum.
Do we have a Use Background Shader equivalent (eg. shadow matte) ?
Can Octane subdivide my mesh at render time?
Kind Regards
Re: Use Background Shader equivalent
Posted: Thu Sep 17, 2015 9:10 am
by Craig3d
ok cool.
I see that you just need to enable Matte on the diffuse material to get the matte
Any ides on the subdividing?
Thanks again
Re: Use Background Shader equivalent
Posted: Thu Sep 17, 2015 12:20 pm
by Wenneker
Yes it can. It is on the shape node just below where you select how you want it to render (movable proxy, full or deformable)
Re: Use Background Shader equivalent
Posted: Mon Sep 21, 2015 3:06 am
by g0ll4m
Don't get as excited as I did. Matte is not what you think. It still picks up shadow from those objects. It's not the matte that you and I are looking for.
Re: Use Background Shader equivalent
Posted: Mon Sep 21, 2015 9:00 am
by Wenneker
I would like something that works as the diffuse matte option but with a glossy material. I want to be able to get the reflections of an object on an invisible plane.
What are you looking for?
Re: Use Background Shader equivalent
Posted: Wed Sep 23, 2015 11:59 am
by ricoholmes
Yup, the excitement was pretty much instantly deflated here too. Relatively new to Octane (from VRay ) and banging my head on the wall trying to knock out clean mattes (ie without shadows.)
Re: Use Background Shader equivalent
Posted: Wed Sep 23, 2015 2:52 pm
by Wenneker
aah right If I understand you want to use these for masking and you're looking for an equivalent of the multi-matte pass in vray?
This to me isn't such a big, most of the time a separate render with just surface-shaders / light materials renders fast enough. Although I would think this shouldn't be to hard to implement. Since it's already rendering an object pass material-id's shouldn't be to different. If only you could render only selected objects/materials to a pass to avoid aliasing problems.
Re: Use Background Shader equivalent
Posted: Wed Sep 30, 2015 6:25 pm
by Craig3d
Hey guys. Thanks for all the info. Its really helping with the transition.