Search found 237 matches
- Wed Oct 23, 2019 4:15 pm
- Forum: User Support
- Topic: Air Dust
- Replies: 16
- Views: 6714
Re: Air Dust
I think because by default camera assumes air to be ext interior and you view into the fog, not inside it. I might be wrong tough.
- Wed Oct 23, 2019 3:59 pm
- Forum: User Support
- Topic: Air Dust
- Replies: 16
- Views: 6714
Re: Air Dust
Did you also define ext volume for your room object?
- Wed Oct 23, 2019 3:09 pm
- Forum: User Support
- Topic: world in material id color
- Replies: 6
- Views: 2864
Re: world in material id color
Background should be black, yes. If I only use pure rgb colors in MATERIAL_ID_MASK AOV I get clean masks. White is problem because that contains all full rgb values, black doesn't and won't mess up the masks
- Wed Oct 23, 2019 2:05 pm
- Forum: User Support
- Topic: world in material id color
- Replies: 6
- Views: 2864
Re: world in material id color
Not object mask. I'm strictly using only material color id masks, because I can use this to create perfect rgb masks. Other ID masks use some weird hacks in Blender to create anti aliasing and what else. Altough cryptomatte integration could solve all these problems *wink *wink :D Could even create ...
- Wed Oct 23, 2019 1:49 pm
- Forum: User Support
- Topic: Air Dust
- Replies: 16
- Views: 6714
Re: Air Dust
Probably interior and exterior volume are not defined for objects. Attached fixed blend conf
- Wed Oct 23, 2019 11:02 am
- Forum: User Support
- Topic: world in material id color
- Replies: 6
- Views: 2864
world in material id color
Is it possible to exclude world from material id color aov? I cannot use alpha to cut it out because this is antialiased and white world color bleeds into other id's
- Mon Oct 21, 2019 2:45 pm
- Forum: User Support
- Topic: Dark volume with glass problem
- Replies: 10
- Views: 6708
Re: Dark volume with glass problem
So if I was rendering a sea I could also benefit from transparent shadows?
- Mon Oct 21, 2019 7:53 am
- Forum: Works in Progress
- Topic: Red Buoy
- Replies: 11
- Views: 10837
Re: Red Buoy
Now all that is left to do is render this on a proper sea simulation. These are just for presenting asset
- Sun Oct 20, 2019 8:31 pm
- Forum: Finished Work
- Topic: Lux in ''VFX''
- Replies: 13
- Views: 12069
Re: Lux in ''VFX''
A quick composite with my buoy asset. I think it turned out quite nicely
- Sun Oct 20, 2019 10:41 am
- Forum: User Support
- Topic: Thickness based volume scattering
- Replies: 2
- Views: 1584
Re: Thickness based volume scattering
I see, so some kind of 3d data is only way to go with this kind of thing.