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multipassing and vray
show user profile  STRAT
Hi guys, there's a topic on going in another forum about the use of vray multipassing.

Generally, multipassing is a technique we as a company are beginning to wnat to use more and more. but we have a major stumbling block - you can only re-edit the layers back together to form an RGBA or beauty pass if you're in Linear work space. Is this true for you max VR users or just a C4D VR limitation? i get the impression it's an industry wide issue.

setting up and rendering your scenes in Linear workspace is a major restriction if you want to use multipass rendering. You cannot use colour mapping like reinhard or exponential.

I'm curious how you max VR compositors get on?


read 1325 times
2/12/2009 3:04:16 AM (last edit: 2/16/2009 10:00:59 AM)
show user profile  cdc02254
I am interested in this as well.

I have posted regarding this before and only this morning have been trying to get to grips with it. I am peeling through my English edition of VRAY the complete guide as we speak.

I have a logo I am rendering out. The logo is sitting on a plane with a back wall studio set up.

I want to composite the logo complete with shadows etc onto a background in PS.

I have tried making the floor a vraymtlwrapper but just cant seem to get what I want. I cant get it to render out without the floor. Also cant get the hang of rendering the elements in vray.

Maybe I need to read my book more.

read 1315 times
2/12/2009 3:29:31 AM (last edit: 2/12/2009 3:29:31 AM)
show user profile  nmesho

read 1287 times
2/12/2009 9:41:38 AM (last edit: 2/12/2009 9:41:38 AM)
show user profile  STRAT
how does that link answer the question?


read 1281 times
2/12/2009 9:59:21 AM (last edit: 2/12/2009 9:59:21 AM)
show user profile  cdc02254
Just found this.

I'm working through it now.

read 1254 times
2/12/2009 1:27:38 PM (last edit: 2/12/2009 1:27:38 PM)
show user profile  Garp
Strat, can you post the link to that other forum? I'm interested too.

read 1247 times
2/12/2009 1:39:28 PM (last edit: 2/12/2009 1:39:28 PM)
show user profile  Bolteon
is there any reason why you would want to bake in color gradding and mapping into your render rather then be able to adjust it in post without the need to rerender?

render elements were built into vray for the sake of being able to break an beauty pass to it's underlying elements and then rebuild it without the need to actually re render anything.

maybe i'm not reading what your asking right but yes you can have the render elements reap your master color mapping selected in the render dialog.


-Marko Mandaric

read 1242 times
2/12/2009 2:28:38 PM (last edit: 2/12/2009 2:28:38 PM)
show user profile  Bolteon
btw, if anyone needs more info... i'm in the chat aswell.

-Marko Mandaric

read 1237 times
2/12/2009 2:33:26 PM (last edit: 2/12/2009 2:33:26 PM)
show user profile  Dub.
And if anyone wants to cyber for a bit, Bolts is in the chat aswell.

read 1218 times
2/12/2009 9:08:19 PM (last edit: 2/12/2009 9:08:19 PM)
show user profile  Bolteon
differnt channel though... so lonely.

-Marko Mandaric

read 1210 times
2/12/2009 11:50:09 PM (last edit: 2/12/2009 11:50:09 PM)
show user profile  STRAT
"is there any reason why you would want to bake in color gradding and mapping into your render rather then be able to adjust it in post without the need to rerender?"

in Vray for C4d thats the general go of it -

*you choose your colour mapping option, usually linear, reinhard or exponential being the favs
*then you set upi your scene and lighting until you're happy
*then render

trouble is, unless you used linear in the first play you dont have the ability to multipass the image into a beauty pass of made up layers. only linear allows us to do this.

Alternatively, as you suggest, keep everything in linear, then colour adjust in post later not only makes colour mapping in vray irrelevant, but redundant too.
This is especially a pain in the ass for most. thats why colour mapping is introduced from the very start to give the user the nice choice of lighting moods to start setting up with.

looking at your little screenie, it seems the max boys have more options?

Are you suggestion that if you intend to break down you image into multipass rendering you must stick with linear? or, as this piccy seems to suggest, can you also use colour mapping in multipass? or is this for just object buffering?

but this is the point of my post. just a quick discussion to find out how you max peeps who use vray do multipass rendering.


read 1194 times
2/13/2009 3:23:06 AM (last edit: 2/13/2009 3:26:09 AM)
show user profile  Bolteon
yeah, by default vrays render elements take to a linear color mapping; unless you check that box...

i guess us max boys just have all the fun...

personally, i can't stand when someone bakes in grading; but i guess thats a matter of personal preferance, as i'm rather used to ripping everything into nuke to composit anyway.

-Marko Mandaric

read 1188 times
2/13/2009 3:36:40 AM (last edit: 2/13/2009 3:36:40 AM)
show user profile  STRAT
so are you saying you generally render in linear space (c4d's default is linear) if you intend for post multipassing?

dont you choose a different colour mapping from the beginning much then? is lineer the only option open if you want multipassing?


read 1186 times
2/13/2009 3:41:03 AM (last edit: 2/13/2009 3:41:03 AM)
show user profile  Bolteon
no, we can choose any mapping type; the render elements by default are created via linear but ticking on that box enables the render elements to use the color mapping of your choice.

and yes, we solely work in linear (by choice, not by requirement).

-Marko Mandaric

read 1160 times
2/13/2009 10:58:09 AM (last edit: 2/13/2009 10:58:09 AM)
show user profile  MrBurns
Could you please in a few words explain the difference between the kind of linear and non-linear that's discussed here?
read 1141 times
2/13/2009 12:08:22 PM (last edit: 2/13/2009 12:08:22 PM)
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