Author Topic: Mask seen in reflexion / refraction  (Read 17062 times)

2020-09-10, 10:02:33
Reply #15

Naxos

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Corona 6 is the answer, many thanks guys !

2020-09-23, 16:03:32
Reply #16

PauloRosario

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Unfortunately I still can't get this in the latest release (6.0).
I did a simple test using corona 6 trial for 3ds max.
So that's what i need to do just to have masks:
1- Duplicate pillow's front mesh
2 - Use Push modifier to make it slightly in front of original front mesh.
2 - Set a new multi-sub object ID
3 - Place opacity map on that new material
4 - Set a diferent g-buffer iD for it

Using V-ray, for instance, i just need a vray blend and materials with diferent g-buffer ID's. No modeling work needed.


EDIT: Sorry guys, I know it’s not about reflection. But I was hoping that it would come together.
« Last Edit: 2020-09-23, 16:10:41 by PauloRosario »

2020-09-23, 17:58:03
Reply #17

maru

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Unfortunately I still can't get this in the latest release (6.0).
I did a simple test using corona 6 trial for 3ds max.
So that's what i need to do just to have masks:
1- Duplicate pillow's front mesh
2 - Use Push modifier to make it slightly in front of original front mesh.
2 - Set a new multi-sub object ID
3 - Place opacity map on that new material
4 - Set a diferent g-buffer iD for it

Using V-ray, for instance, i just need a vray blend and materials with diferent g-buffer ID's. No modeling work needed.


EDIT: Sorry guys, I know it’s not about reflection. But I was hoping that it would come together.

I am really sorry, but I do not understand the problem described here.
Could you explain what exactly you are after? What kind of masks do you need to render, and what for?
And maybe you could also show the correct V-Ray result?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2020-09-23, 22:22:22
Reply #18

PauloRosario

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Hi Maru.
Yeah, i didn't express myself well and everything became a mess!

To be clear: I just need masks while i'm using CoronaLayeredMtl.
I need masks to do post-production of products to achieve high precision in color treatment.

For now, i have to use the techniques i said before:

1- Duplicate pillow's front mesh
2 - Use Push modifier to make it slightly in front of original front mesh.
2 - Set a new multi-sub object ID
3 - Place opacity map on that new material
4 - Set a different g-buffer iD for it

In V-ray i just have to use a vray Blend with two materials with different mask IDs.

There is no need to duplicate the front mesh of my models and use opacity maps on the materials.

« Last Edit: 2020-09-24, 15:34:43 by PauloRosario »

2020-09-30, 20:37:11
Reply #19

PauloRosario

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Hi Maru

Did you understand now?

2021-01-07, 15:38:42
Reply #20

maru

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I know it's probably too late, but I still don't understand it, sorry. It's probably because of my lack of experience with masks and compositing.

Here is my issue:

As I understand it, from looking at your images, you would like to render a green mask of the "background" and a red mask of the "bird":


The thing is that you already have such mask:


Why not just use it and, for example, color the black parts green and color the white parts red?


I am 100% sure I am missing something, but I would love to understand what.
Maybe explaining what kind of results you would like to get would make it easier? What the end result should look like?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us