Author Topic: calculate pass  (Read 216 times)

2024-10-27, 14:52:25

celmar

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hello!!! in your opinion, having a complex animation, and one that takes a long time to calculate, how do you go about recalculating, for example, just one pass with masks??? i mean, if i take 5 seconds to render, the frame will be very pixelated, but, since i'm only interested in the mask pass, will it be clear?? in short, how do you go about recalculating masks, or passes, as quickly as possible? thank you for your advice!!!

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2024-10-27, 18:41:33
Reply #1

lollolo

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Have you seen the “Render only masks (disable shading)” in the render settings?

2024-10-27, 19:25:33
Reply #2

celmar

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yes, I've seen!!! buit my question is: is it enough to set up, for example, 5 seconds, the rendering time, to get sharp masks???

2024-10-27, 20:59:39
Reply #3

romullus

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No, unless you need masks without antialiasing, which is almost never the case, you should try to render them for as many passes as your other elements, or close to that. Render only masks (disable shading) option lets you do that in much shorter time than with full shading enabled.
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2024-10-27, 22:42:56
Reply #4

davetwo

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I assume turning off any light bounces would help too?
TBH I've found rendering masks only from corona to be very slow to get a decent result. It may be worth using C4Ds native physical multipass system instead. This will render very clean masks almost instantly.

2024-10-27, 23:23:22
Reply #5

celmar

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but, davetwo, you have to re-build the whole scene, to go to physical render of c4d? or just use it, without any care of the lights... I mean, of course, for pass of masks, not indirect or reflect...

2024-10-28, 11:56:11
Reply #6

davetwo

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No need to rebuid - just turn off the light and use c4d multipass tags instead of corona's compositing ones. Then swap to C4d physical/standard. (Assuming you need masks from various object IDs, it wont work with other passes of couse)