My aim is to be able to isoltae the tools and the right hanging bracket so I can use overlays/ effect in post-production. renered will be thousands of frames.
Originally I was doing it via render select. Dropping in the object individually and saving a new scene then rendering that sequence with it's own file name. Surely there's got to be a better way using the object buffer?
I realise screenshot 3 looks like it has a black background baked in from the attachment, however this render has the transparency baked in correctly. Have reattached a new screenshot which shows transparency grid
can't seem to get the object buffer layer 'Right hanging bracket' rendered out as a transparent png.
I select 'straight alpha' and use png format but once rendered the multipass layer/ object buffer layer has a black background baked in.
1st screenshot shows the c4d setup. 2nd screenshot shows the rendered multipass layer witht he black background baked in. 3rd screenshot shows the rendered beauty layer with the transparency correctly baked in.
I'm rendered a png image sequence for animation C4d R20 Corona Version: 5.0 daily Oct 15 2019
any idea why can't get the buffer pass with transparency enabled?
Have tried different glossiness levels and still get the jagged edge when any amount of reflection is enabled. Only way to avoid is disable reflection channel completely (untick)
Ok so after alot of testing the jagged shadow edges seem to be a material issue.
When I disable the reflection completely in the corona material the jagged edges smooths out and goes away. See below for noisy result but no jagged edges once reflection channel is turned off.
However this results in unrealistic reflections. Any amount, even .01 of reflection causes this jagged edge.
It's happening in multiple different cameras/angles also. Assumed may have been a camera issue but seems directly related to the lighting or materials.
See screenshot attached for light pixelation in another area of the environment. Seems to only be pixelated on the cabinetry, not the floor.
Would this signal a material issue.
Also it only seems to do it when rendering the final render. When using the corona IR it does not happen everytime