Working with render-elements. Alpha-channels and VRayMtlID

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17 Jul, 2011 Yellesar
17 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
as far as I know this map where different obєkti in the scene in a different color, and post-processing is conveniently isolated by some sections of it, but have not tried otrendkrit it correctly does not go and get a black background rendering. How to render it correctly?


17 Jul, 2011 Yellesar
18 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
already knew) it was necessary to put the material going into Editore) (material ID Channel 0 to 15) and Chorny beat all because by default is 0, and 0 - UTB Cherniy 🙂


18 Jul, 2011 RenderStuff (Staff Author)
18 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Hey. Of course, because VRayMtlID, in fact, used as an alpha channel of different materials and objects. The preferred when the desired object is highlighted, and all the rest - black 🙂 presented a picture of you strongly clamped dzhepegom, there is something that is difficult to see, but still, do not you think that the boundaries of objects too "jagged"? You better tell me what you're doing and what you want to achieve? Why do you VRayMtlID? Just want to select an object, then to change it in photoshop?


17 Jul, 2011 Yellesar
18 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
hi 🙂 is the picture, it just took a google for example, to show that he wanted to get to the bi vihode)
You better tell me what you're doing and what you want to achieve? Why do you VRayMtlID?
sometimes some obєkti to render out for example dull or weak nasischenost or even something as do Makskom and manually pulling some areas with permanent masks is time-consuming, and using VRayMtlID highlight some areas can be adjusted quickly enough) even knowing you, ti say that if do something nice fotoreal visualization and edit nunzhno will slightly😉 but have so far not learned, then post for me 50% success 🙂 if I would like to know what other render Elements should be used and for what purposes?


18 Jul, 2011 RenderStuff (Staff Author)
19 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
We think, to discuss all the render elements and their functions, in a single theme, it is not necessary. Too many of them 🙄, however, discuss how all the same right to get the alpha of a an object - a very stoit.Itak to get the alpha channel, or rather a more acceptable form of it, you must do the following: & bull; View Scroll V-Ray :: Global switches and turn off all the checkboxes in the Geometry section, Lighting, Materials & bull.; View scroll V-Ray :: Indirect Illumination (GI) and remove On.Eto checkmark will disable all unnecessary, that would be pointless to take a computing resource in the computation time alpha channel facility & bull.; View scroll V-Ray :: Color mapping and play tick Sub-pixel mapping and Clamp output.Eto will enable more true to smooth the edges of the object emitted alpha, and get rid of the ugly pixel notches on their borders & bull.; View Material Editor, create there a luminous material using VRayLightMtl & bull.; Apply this material to the desired object, the one that needs to be cut at a post-processing & bull.; Renderit.Vse.Takim way, you get a great alpha channel by which you can select the desired you obekt.Osnovnoe advantage of this approach over using VRayMtlID or VRayObjectID - is the complete lack aliasigna on the edges of the desired object silhouettes. With virtually no removable case with VRayMtlID or VRayObjectID. In addition, black and white drawing of a lot easier and more accurately converted to the desired selection, rather than a colorful jumble of different objects ID, and half of them did not want😁


17 Jul, 2011 Yellesar
19 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
I did something like this and apart from a tick Sub-pixel mapping and Clamp output. 🙂 Now I'll know how to get rid of the ugly jagged pixel on the borders obєktov) Thanks ;-)


19 Jul, 2011 mOPs
19 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
And you can continue to tell you how to deal with it? In what format to store image and how to use the sauce further 🙂?


19 Jul, 2011 mOPs
19 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
You can not tell you 🙂 For all made and everything turned out beautifully 🙂


18 Jul, 2011 RenderStuff (Staff Author)
19 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
So much for a great reason to tell you how and what you do, for those who, unlike you, I do not guess 🙂 If anything, we supplement😉


19 Jul, 2011 Denis
19 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Granted, I would not give to know about this method, that is a very banal use masks in Photoshop to discharge -.. Is not a convenient method, I would like to find a more rational approach to make your life easier 🙂. Share ?!


19 Jul, 2011 mOPs
19 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Well I for example do so (for example, a checkerboard wrapped in a teapot): First, do a normal render: Save the image (for example the same jpeg, let pinched but for example, will go). Then all the settings transferred as described above, again, do render the same viewpoint (camera): Keep pictures throws both resulting images in Photoshop on different layers: Now the tool "Magic Wand" (in the Russian version of Photoshop so it sounds) allocate the entire region of Chorny I remove this layer. It remains our color picture with the release we made earlier. Well, now it's a fantasy - it is necessary to edit the contrast of the background still selected twist contrast settings: It is necessary to remove the background at all, just DEL And so on. For example like this (forgive me RenderStuff🙂🙂🙂:


17 Jul, 2011 Yellesar
20 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
I select the mask in Photoshop through the color range)


19 Jul, 2011 mOPs
20 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Yeah, maybe so correctly. But the essence of the method is the same.


18 Jul, 2011 RenderStuff (Staff Author)
20 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
True all but a method for producing spin-off from Alpha🙂 The point is that the Magic Wand - not very accurate tool. He, at least, depends on the Tolerance parameter determining the threshold, which determines the accuracy with which he will be a hue included in the current vydelenie.Naprimer, Tolerance is set to 0. This means that only the color that is selected in thee time guidance on its image with this tool - will be part of the selection. That is, if you kliknesh magic wand on white alpha channel, only pure white will release. Other colors will not participate in the formation of the field vydeleniya.Esli look closely at the alpha, you will see that those parts where anti-aliasing is applied, and it is literally all boundaries silhouettes alphas, those who are not smoothed to render elements - gray. In other words, they are not pure and white, respectively, are not in uchuvstvovat allocation. Is not difficult to understand that in this case, the allocation size to be smaller than the object itself, a few pixels around the perimeter of the object. That, in turn, with the post-processing can be manifested as spurious stroke border of the object to which will not be applied to the desired manipulation as unallocated🙂 Of course, it is possible and to increase the Tolerance, but then there is a possibility that the release will capture a larger area than is required . Again, we proceed to the junk obvodke.Tozhe thing with the color range (Color Range). He likewise has a variable selection border Fuzziness, which will lead to the same netochnosti.Kak true convert Alpha ( alpha channel ) in the current selection in Photoshop it's very prosto.Dohodim to point layers, according to the scheme outlined that mOPs: Then, there (on the layers panel / layers) go to vkladochku channels (channels) and right on the black and white alpha, any of the channels, we click the left mouse button, while holding down the Ctrl key on the keyboard. it automatically converts the topmost layer with an alpha channel in the selection, perfectly made on its basis, taking into account the translucency in the AA zone - along the perimeter silueta.Vydelenie ready. Now return back to the layers tab and hide the top layer with the image alfy.Dalshe, again under the scheme which have mOPs 👍 Yes, and if the subject is interesting, plus! 😉


19 Jul, 2011 mOPs
20 Jul, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Hmm ... I did not even know that this way the allocation is based on a translucent Now we know plyusanul 🙂😉


27 Oct, 2011 Alexfmos
27 Oct, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Something is lost time, how to make it all behind object vraylightmtl black. Put the checkbox override with black material and exclude object Maker? But then a mask can be done only on the material from one object. That is, for example, to the lid. How to be?


27 Oct, 2011 Anton (Staff Author)
27 Oct, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID

Hello!

Turning off the Lighting, scroll to V-Ray :: Global switches, as well as clearing the On check in the volume of V-Ray :: Indirect Illumination (GI) - the scene is not a single light source, not directly not secondary. That is why, the whole scene, with the exception of material VRayLightMtl, - is black.

Nothing to do not need to think out, simply follow the instructions above in the text 😉



27 Oct, 2011 Alexfmos
1 Nov, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
I understand what went wrong - should be in the book Global swithes default lights put off. The default is off with GI, and then rendered with a standard light.


22 Dec, 2011 Maxim
22 Dec, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
All welcome! When switching rendre elements in V-ray there is a message here Explain to me please how to use render elements in place with the V-Ray frame buffer?


27 Oct, 2011 Anton (Staff Author)
22 Dec, 2011 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Hello! This is quite a normal message. And it is not a mistake, as you might think 🙂 The fact that the standard buffer maksovsky literally renders in a separate window for each item. Here you have now activated and VrayZDepth VrayObjectID. If you are not including the V-ray VFB, render the scene, then you jump out three windows. Namely with VrayZDepth, with VrayObjectID and proper rendering of the window. By activating the V-ray VFB, and render the same scene, there will be only one window virey buffer renderer. There were no windows and VrayZDepth VrayObjectID. However, both of these elements and will be rendered in the window V-Ray Frame Buffer. To access it, you will just select the appropriate item from the drop-down list at the top left V-Ray Frame Buffer. By default, there is RGB color value. It is enough to reveal to you the list and you will see the "hidden there» VrayZDepth and VrayObjectID. That is what the report says on your screenshot: Since you are using the V-Ray VFB, this render element will appear turned off, but will render fine. This is to prevent 3dsmax from creating and allocating memory for the render element bitmap - the V-Ray VFB will handle this itself. Which means: So how do you use the V-Ray VFB, the render elements will appear switched off, but will be perfectly rendered. This is done in order to prevent the allocation and use of memory 3dsmax'om for the selected render elements - V-Ray VFB to do it yourself. By the way, I advise you to read completely this discussion. There is useful information about the disadvantages and alternatives VrayObjectID element. Of course, if you are going to use it as an alpha, to isolate some objects on the render😉


11 Dec, 2012 Meridia
11 Dec, 2012 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Do not tell, do not know what the topic to ask a question. Question about render layers. We believe the picture as it is necessary, not only to KM linear multiplication, and Reinhard as an example. In Photoshop composite (GI + Lighting + Refl + Refrain + Speck) out different pictures. Do exterior, with a linear multiplication goes cocoa: | . That's the question - how to render layers by Reinhard. Thank you.


19 Jul, 2011 Denis
22 Feb, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Hello Anton, Max and all the forum users. Faced with compositing and here there was a question how to render separate layers such as reflections and shadows, sometimes there is a necessity setting shadows or reflections on objects. For example, if the glass to render, in the view sometimes get objects that you draw a highlight, ie not always angle allows not capture any objects used during rendering. And in the forums read that a good subject of visas going to just one of those layers, where the reflection are separate, shadows and stuff. Probably there are tweaks and tricks, such that you can save a separate shadow and reflection. Maybe I'm wrong, correct me if I'm wrong correct to ... I can not ask because of the lack of knowledge in this area.


25 Feb, 2013 Naugal
25 Feb, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Hi Denis. Look, one of the few distinct lessons on compositing render layers in Photoshop, all chewed. http://c4aosportfolio.blogspot.ru/2012/01/v-ray-adobe-photoshop.html


19 Jul, 2011 Denis
1 Mar, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Hello, Naugal. Thanks for the link, a lesson worthy of attention and learned about the material. But this is not quite what I had in mind, asking the post above. And the higher branch guys have already explained the use of unreasonableness VRayMtlID as alpha rendering. On the forums of foreign, rough translation into Russian of the members of the forum posts, I realized that there are certain tricks, changing settings can render individual pasami (layers), shadows, reflections, glare. Then it already throws in the editor and compositing going to final visa. I understand that there are alternative methods for achieving the desired effect. The problem is that I can not show how it should look and correct to raise the question, too, do not get 🙄.


1 Mar, 2013 Usco
1 Mar, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID

1 Mar, 2013 Usco
1 Mar, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID

1 Mar, 2013 Usco
1 Mar, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID

1 Mar, 2013 Usco
1 Mar, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID

19 Jul, 2011 Denis
1 Mar, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Thank you all enough information, I will understand what and how. Maybe it is still what you need. Worth a try.


1 Mar, 2013 ASRockus
1 Mar, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Hello. It may pile up and it will be useful http://viscorbel.com/rendering-compositing-jewellery/


19 Jul, 2011 Denis
1 Mar, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID
ASRockus, thank you !!! These tweaks I meant 👍. For a long time I was not on this site, just a new infu posted😁.


13 May, 2013 Artiom
13 May, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Predmetku tried to do the same, as in the example above ( http://viscorbel.com/rendering-compositing-jewellery/). It did not happen to make shadows, why - I do not understand at close range. If someone is doing well and it turned out very much like to discuss this topic.


9 Dec, 2013 Aleksandr
9 Dec, 2013 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Good afternoon. I bet the second week of the question, I can not find solutions. How to reduce the need to render elements are rendered in the final image. To get the exact same picture as a frame buffer Vire. As I understand it, virey renders all these passes, and then reduces them by a certain algorithm and obtain the final image. Or I'm wrong? Explain the logic of action please. All have learned to do, and that's the problem .. no this is not done composing and posobrabotku good. Thank you in advance. Spread your file .exr layered with my render elements. http://yadi.sk/d/eiz5AWKgDNcuo Thanks in advance. Let's look at this topic on cogs as it is entirely too much never illuminated. And for the infe that is on the Internet, I personally could not achieve the desired, namely, my composite was not equal to the final image of the framebuffer.


4 Feb, 2014 Yevgeniy
4 Feb, 2014 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Hello! I have a small problem. The bottom line is that I want to be more flexible with the HDR processing, using Render Elements. Watch a video on how to do it decided to try to repeat it: Among the elements chosen VrayLighting, VraySpecular, VrayGlobalIllumination, VraySelfIllumination, VrayReflection, VrayRefraction. Rendered in Exr 32 FullFloat. It opened in Photoshop. It has been said that all the layers except VrayLight should have the blending mode = Linear Dodge (add). But why then, after these actions render it turns out badly overexposed. RGB rendering is as follows: A folded passes as follows: Gamma 2.2: What could be the problem, all settings already rechecked. All the same.


10 Mar, 2014 Vladimir
10 Mar, 2014 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Eugene 2: The Color mappings for tick "Dont affect kolorz"


29 Sep, 2014 Yulya
29 Sep, 2014 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Welcome, please tell me if is possible only render layers for post processing and if so how to do it ?. Thank you


30 Sep, 2014 Ilya_sp
30 Sep, 2014 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Julia, where will the reflection map, if the reflection is not counted? 😉 And if you count all the components of the image, then how does this differ from the calculation pictures? If you need some thread depth map, you can assign the whole scene gray material and turn off GI for faster rendering.


12 Jan, 2015 geo_po
12 Jan, 2015 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Thank you very much site developers for their work and for the gratuity of all information provided 👍 I work in max somewhere two years, but so far have not used this feature: Render elements If you are not difficult to explain what makes certain Trumbo this option and why it is needed at all. I remember only once to use this option, when the lesson did neon glow.


27 Oct, 2011 Anton (Staff Author)
12 Jan, 2015 # Re: Working with render-elements. Alpha-channels and VRayMtlID

11 May, 2015 tumas
11 May, 2015 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Hello! Help is needed. VRayRawLighting, turns grainy: What to do?


11 May, 2015 gus_ann (3dsmax vray expert)
11 May, 2015 # Re: Working with render-elements. Alpha-channels and VRayMtlID
tumas, hello. This is called pass shum.VRayRawLighting always usually get very noisy (I do not know why). To left rash is necessary to increase the number of subdivs all light sources involved in the scene to the point where the picture is not clear. The exact value is not present, therefore it is necessary to select the noisiest portion and Randy region, gradually raising the value subdivs. Usually values ​​sabdivs put at least 120. Start with the numbers. Naturally, the render time will increase. 😉


6 Aug, 2015 Galina
6 Aug, 2015 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Hello! I can not understand why, but then I do not render climbs windows with pictures included elements render. When using a buffer vray, then in addition to the alpha channel and rgb color in the list, too, nothing more. Specify the folder where you want to save these elements render, and empty folders. Checkmark Save separate render channels is the path specified. Prompt, please, in what could be the problem? Thank you in advance!


26 Sep, 2015 yura.
26 Sep, 2015 # Re: Working with render-elements. Alpha-channels and VRayMtlID
Hello! And whether it is worth to bother with compositing (render elements: VrayRawGlobalIllumination, VrayDiffuseFilter, VrayRawLighting, etc.), or using a simple post (curves contrast, Sharp and others.)? I just try, the result is not noticeable.


27 Oct, 2011 Anton (Staff Author)
26 Sep, 2015 # Re: Working with render-elements. Alpha-channels and VRayMtlID

Hello!

The answer to this question is situational.

If we talk about whether it is worthwhile to do such "clumsy" renderers, which then need bugs and "zapilivat" render-elements, then there is no answer. Precisely not worth it. In the "clumsy" renderers and render-elements "clumsy"😁 Pulu from himself you know what can not be molded.

If we talk about a specific situation, for example, about the allocation of an object or the creation of post-processing depth of field, then without the Alpha and Z channels it is simply indispensable. And then the answer is yes, it's quite rational to use some rendering elements in postprocessing as auxiliary clipart files.

In other words, ideally, you need to learn how to make renderers that do not require any post-processing in any form, while some visual effects are trivial to make fasting rather than bother with setting up the scene. For example, in addition to the above-described alpha and zeta, in the same Photoshop you can "spotlight" reflective materials using the Reflections element, using it to create a selection and then "highlighting" this selection with the same Curves. This approach is easier and faster than, say, "honestly draw" highlights in the 3d scene by placing dozens of reflectors or additional. Light sources behind the scenes for dozens, for example, 3d models of utensils of various shapes arranged in different places of the scene, so that only "glittering glasses" were on the render of the usual kitchen. That is, according to the situation.

Rende-elements are not a standard mandatory for use, but only helpers in case "it is more convenient"😉



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