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Messages - mrmint1982

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[Max] General Discussion / Re: Compositing Beauty
« on: 2024-02-26, 16:42:40 »
I have now tried it out. It worked great! Thanks again!

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[Max] General Discussion / Re: Compositing Beauty
« on: 2024-02-26, 15:01:54 »
Many thanks for the detailed explanation, I will try it out right away!

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[Max] General Discussion / Compositing Beauty
« on: 2024-02-13, 15:42:53 »
I don't know what I'm doing wrong. When I reassemble the Beauty in Photoshop. There are slight deviations. What am I doing wrong?

All passes are on Linear Dodge. The PSB is written out like this. I have not changed anything. I have the problem in 8bit and 32 bit.

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[C4D] General Discussion / Re: windows glas composting
« on: 2024-01-25, 18:13:57 »
Unfortunately, this only works if there is no glass in front of the Sky. But I now do it as described by James Vella. Such cases where a glass is in the foreground are very rare. Nevertheless, thank you for your contribution

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[C4D] General Discussion / Re: windows glas composting
« on: 2024-01-25, 17:03:59 »
That has now worked! That was pretty tricky. Fortunately, this doesn't happen that often. Thanks again for your help!!!

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[C4D] General Discussion / Re: windows glas composting
« on: 2024-01-25, 15:15:59 »
Thank you very much for your help! I just use a Corona Sky + Sun for the rendering.

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[C4D] General Discussion / Re: windows glas composting
« on: 2024-01-25, 15:03:25 »
When I perform this action, there is no change in the window glass. The glass still displays the sky. I encounter the same issue as shown in the screenshot. If I override it in refraction, the alpha is perfect. However, this results in black areas in the glass on the table. As mentioned before, I believe it's not feasible to have refraction within the room (glass on the table) and no refraction (sky) in the glass of the windows, which would correctly calculate the alpha. I think I'll need to render it twice when I have this cases.

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[C4D] General Discussion / Re: windows glas composting
« on: 2024-01-25, 10:02:56 »
I have tried it. I think what I want can only be achieved by rendering twice :-(! But I actually wanted to avoid that. I also found a setting in the glass material. Unfortunately, the refractive part of the sky is also missing in the glass.

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[C4D] General Discussion / Re: windows glas composting
« on: 2024-01-25, 07:21:40 »
Thank you very much for your answer! The alpha is already correct. I already knew that. I'm more concerned that I have the white sky in the RGB image. For compositing, however, it would probably be better if the sky were not included in the RGB at all. See screenshot. But maybe I'm doing something wrong. I usually get white boarders when compositing in Photoshop. But maybe I'm doing something wrong there too. What is the optimal workflow to merge the windows perfectly with an image in Photoshop. If I hide the sky in the refraction part it would work better for compositing. My problem is that the sky is then missing in every refraction object in the scene. For Example Glasses on a table. Not only in the window glass.


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[C4D] General Discussion / windows glas composting
« on: 2024-01-24, 15:41:43 »
Can anyone help me further? I would like to know what is the optimal workflow for interior renderings for composting. If I deactivate the rendering of the refraction part for the sky, I miss this part for all objects in the image. Is it possible to switch off the refraction part only for the window glass so that I have no problems later in Photoshop. I.e. window glass black without sky plus alpha.

What would be the optimal workflow for this?

Many thanks in advance.

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