Hello see screen shots. Why is this happening? I somewhat successfully have seperated render layers in blender and was able to composite with shadows and all, but as you can see in this seperate file to show as example, when alpha channel is turned on im not getting proper camera post processing glare and bloom effects. With alpha channel turned off i am not able to seperate objects with render layers properly as I am assuming its including the environment or something and doesnt when I alpha over them togther. I need to composite with render layers to seperate objects with green screen footage via movie clip node, or movie texture on plane.. and then be able to have the camera post processing applied to final composite.. what do i do?
Using blender.
https://www.dropbox.com/s/dtlkfcc9eh8tz ... f.png?dl=0
https://www.dropbox.com/s/mi8pnpigpx8gz ... n.png?dl=0
Octane Render Alpha Channel On - Camera post processing
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Hi,
you have to active the Render Passes option and enable the Post processing pass, in this way you are able to compose the Post effect later on, even if the Alpha channel is active. See the example images, sorry they are from C4D, but you should be able to reproduce it in yours plugin, I hope: ciao beppe
you have to active the Render Passes option and enable the Post processing pass, in this way you are able to compose the Post effect later on, even if the Alpha channel is active. See the example images, sorry they are from C4D, but you should be able to reproduce it in yours plugin, I hope: ciao beppe
Ya thats how it should be, however im assuming there would still be problems in my situation.
First off lets start with blender plugin doesnt look like there is the same options as c4d: (see image below)
https://www.dropbox.com/s/gtej6xq25uj28 ... u.png?dl=0
Ive played around with it a bit and I never see an option for post processing or multi layer exr.
Now with that being said, how do you apply an exr to every frame of an animation?
and also, if im compositing green screen work, im wondering how the post processing pass would look when put over, if it would be accurate, for example an actor goes in front of a light and then moves out of the way, does the light against the camera lens change..
anyways one step at a time, maybe blender doesnt have these options.. .see more pics below..
https://www.dropbox.com/s/yu83bmw3chgqn ... r.png?dl=0
see in the pic above is blenders node editor, in which i activated render passes and checkmarked all the passes which then activate on the compositor node render layer. If you can see there is no option for post, and there is no where where iet says multi layer exr. Ive been able to do a strict preview of the post process pass, but not been able to render it all at once into an exr or something..
which kind of gets me thinking, maybe i can render the animation with no post processing, and then render the animation with only post processing, and then i have to combine them frame by frame?? we might be getting somewhere i dont know..
k i just tried it, and when you select preview the render pass for only post processing, it doesnt just render the lenses lighting, but it also renders the geometry in it but with like more of the glare and bloom and stuff.. it seems like it would be difficult to fit a green screened chroma keyed actor into this animation with the post processing effect on it which the post processing is honestly the best part, it makes everything look real.. im tryin to figure out how ppl fit screen screen actors into 3d scene with a render engine like this and then composite it. The reason why i want to do it with octane is because octane knows the geometry when rendering, what lights are and stuff.. ill explain more in another post.. for now plz help I need a pipeline workflow done for a project im working on.
thanks a lot
-Adam
First off lets start with blender plugin doesnt look like there is the same options as c4d: (see image below)
https://www.dropbox.com/s/gtej6xq25uj28 ... u.png?dl=0
Ive played around with it a bit and I never see an option for post processing or multi layer exr.
Now with that being said, how do you apply an exr to every frame of an animation?
and also, if im compositing green screen work, im wondering how the post processing pass would look when put over, if it would be accurate, for example an actor goes in front of a light and then moves out of the way, does the light against the camera lens change..
anyways one step at a time, maybe blender doesnt have these options.. .see more pics below..
https://www.dropbox.com/s/yu83bmw3chgqn ... r.png?dl=0
see in the pic above is blenders node editor, in which i activated render passes and checkmarked all the passes which then activate on the compositor node render layer. If you can see there is no option for post, and there is no where where iet says multi layer exr. Ive been able to do a strict preview of the post process pass, but not been able to render it all at once into an exr or something..
which kind of gets me thinking, maybe i can render the animation with no post processing, and then render the animation with only post processing, and then i have to combine them frame by frame?? we might be getting somewhere i dont know..
k i just tried it, and when you select preview the render pass for only post processing, it doesnt just render the lenses lighting, but it also renders the geometry in it but with like more of the glare and bloom and stuff.. it seems like it would be difficult to fit a green screened chroma keyed actor into this animation with the post processing effect on it which the post processing is honestly the best part, it makes everything look real.. im tryin to figure out how ppl fit screen screen actors into 3d scene with a render engine like this and then composite it. The reason why i want to do it with octane is because octane knows the geometry when rendering, what lights are and stuff.. ill explain more in another post.. for now plz help I need a pipeline workflow done for a project im working on.
thanks a lot
-Adam
The render passes setting is different in Blender, but I guess that maybe the demo is a bit outdated compared to the latest version 
Anyway, as you have already suggested, you can do two separated render since the post effect needs only few samples... but you need to be able to save the post processing pass alone in any case.
Another option is, after that the scene is completely set up and ready to render, you can export everything to standalone via .orbx package and do the final render there with all the posdible options that Octane has
ciao beppe

Anyway, as you have already suggested, you can do two separated render since the post effect needs only few samples... but you need to be able to save the post processing pass alone in any case.
Another option is, after that the scene is completely set up and ready to render, you can export everything to standalone via .orbx package and do the final render there with all the posdible options that Octane has

ciao beppe
In the commercial version you will be able to export to Standalone via .orbx package as you can see here:

ciao beppe
Happy GPU rendering

ciao beppe
interesting.. however I was working with blackmagic design fusion compositor, and their render layers. And I was able to totally seperate the glare rays layer from the composite so it ONLY showed the rays, NOTHING else. With octane in blender from what im seeing is that the post processing includes geometry in its post processing layer, not JUST the glare and/or bloom.
This would be great if it worked liked fusions. I can supply a picture if you dont understand.
This would be great if it worked liked fusions. I can supply a picture if you dont understand.