Hi All ,
Why do geometry objects when set in a mantra ROP to be forced matte objects still appear in renders in the the default image planes N , Pz , P etc . Surely if I have set an obect to be a forced matte I should not see the geometry getting rendered in the extra image planes. Any ideas how to stop this from happening
Rob
Forced Matte Objects in image planes
11074 11 4- circusmonkey
- Member
- 2624 posts
- Joined: Aug. 2006
- Offline
- jparker
- Member
- 312 posts
- Joined:
- Offline
I'm guessing it's by design (or lack of).
The matte logic seems pretty simple, as it just replaces the surface shader with a default black opaque shader. More sophisticated options (ray depth selections, etc.) would be nice. For example, the only time I ever used V-Ray, I remember there was a toggle to choose whether to remove these objects from the holdouts or not.
If you have a scene with only a few shaders it isn't too hard to add these yourself in the VOP networks.
The matte logic seems pretty simple, as it just replaces the surface shader with a default black opaque shader. More sophisticated options (ray depth selections, etc.) would be nice. For example, the only time I ever used V-Ray, I remember there was a toggle to choose whether to remove these objects from the holdouts or not.
If you have a scene with only a few shaders it isn't too hard to add these yourself in the VOP networks.
- circusmonkey
- Member
- 2624 posts
- Joined: Aug. 2006
- Offline
- sl0throp
- Member
- 258 posts
- Joined:
- Offline
Ya…I have to admit that I have been dealing with this issue lately. Not like it's a big deal as one can always mask it out but the extra file size kinda sucks. It did actually save my a$$ this week when I forgot to include some channels in a take and I could just pull 'em from a another take where I had the whole scene mostly as matte shaded.
- circusmonkey
- Member
- 2624 posts
- Joined: Aug. 2006
- Offline
I have also noticed that an object that's forced as a matte shaded object also gets considered when using PBR and the env light . It just doesn't make much sense at all, the desired effect should be to just act as a mask / black hole . Is there no way to make a simple “blackhole” type shader in mantra ? .
Rob
Rob
Gone fishing
- iamnelsonlim
- Member
- 39 posts
- Joined: Sept. 2011
- Offline
I was wondering if anyone figured out a good workflow for this issue? It's hard to use the normal/Pz pass if force matte objects are still included in it.
Blog: https://www.nelsonlim.com/blog [www.nelsonlim.com]
Instagram: https://www.instagram.com/iamnelsonlim [www.instagram.com]
Youtube: https://www.youtube.com/nelsonlim [www.youtube.com]
Instagram: https://www.instagram.com/iamnelsonlim [www.instagram.com]
Youtube: https://www.youtube.com/nelsonlim [www.youtube.com]
- circusmonkey
- Member
- 2624 posts
- Joined: Aug. 2006
- Offline
- nilth
- Member
- 2 posts
- Joined: March 2016
- Offline
- jsmack
- Member
- 8037 posts
- Joined: Sept. 2011
- Offline
- blackchicken
- Member
- 35 posts
- Joined: June 2008
- Offline
Hello, searching around this problem, is there some simple way how to exclude matte object from extra image planes? Force matte does not work, matte on object it self does not, FullOpacityFiltering on custom image plane does not work too (Vray guys make fun from Mantra, don`t like it ) Thanks a lot.
- mzigaib
- Member
- 975 posts
- Joined: April 2008
- Offline
- blackchicken
- Member
- 35 posts
- Joined: June 2008
- Offline
mzigaib
Did you guys tried that?
Houdini Light Expressions [www.sidefx.com]
Chmm I`ll check it, thanks a lot.
-
- Quick Links