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rendering object passes


SgWRX
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i know i've touched on this before, but what's the best approach if you're looking to render out objects in different passes?

 

there's a lot of different options - "invisible to camera", "render selected", lens shader "render subset of scene".

 

shadows seem like the only thing you need to watch out for, as well as occluding objects.

 

once you calculate GI and/or FG it seems like that's all you need.

 

for the lens shader "render subset of scene" there's a quote in manual that said "It is intended for a “quick fix” solution when almost everything in a scene is perfect, but just one object or material needs a small tweak." so what if you're not intending to do just a quick fix? how do movie studios approach this?

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What is your plan for the separate Objects? I think how you are going to use these pieces will help inform the answer to your question.

 

There is also the Render Mask feature in Vray 3 that can do this for you and when teamed up with State sets you can automate everything from the batch render to the pre-composition for AE.

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I don't know that it will reduce count as you will still need the number of objects in order to mattes things properly.

 

but, I would say look at the Render Mask function in Vray or simple Matte Properties. Even Channel Mattes work well enough for most. If you wanted to go crazy you could use DeepEXR and composite in something like Nuke, but that seems really over the top unless you do this all of the time.

 

Mostly I would just do enough test renders to tone our plants in their materials before your final render.

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