RenderMask
Version:
5.90.0
Date Updated:
09/03/2018 Render different types of masks (Luminance, RGB, Reflection, Lights/Shadows, ObjectsID, SSS, Texture, AO, ZDepth, Specular, Refraction). The script don't affect the scene materials, lights and render settings.
(this version support only V-Ray render engine)
Version: 5.90.0
- add support "V-Ray Next" (this version support only V-Ray render engine)
Additional Info:
Category "IllusionBoxStudio"
Version Requirement:
3dsmax 2012 - 2019
Comments
Hi Ivan, I'm sorry if I
Hi Ivan,
I'm sorry if I didn't understoud the idea of the script in your way.
But as far as I know your script is design to create a mask of OA, luminance, ID, reflection, texture, etc
Isn't the whole idea creating a mask of the selected object by rendering out only those with specified properties (OA, refl, texture, color, etc) and all the rest black?
If yes, I don't really see how having only the selected object rendering with the material that are already applied and the rest black would be completely out of the idea of this script. :-)
I might have misleading when I pointed that "DeeX V-Ray Arsenal" but that was only because they have a script that renders only selected object with the rest black (matte). Not for all the rest of the script which is basically a solid rocks for maya.
Now it's right, the only difference with all the other options that you're providing, is that for the base material (to be rendered correctly) need to have the rest as matte objs.
I hope I made me more clear about my thoughts,
Anyway, Thanks for your script, it's great, and you're greatly helping the community by providing updates and attention to us.
Cheers
Stan
Change Units setup
I think rendermask works in meters.
If you work in cm, think to divide your values by 100 and your Zdepth will be correct ;)
Is it possible to add a function for change the Unit in rendermask? Because for the radius of the AO is limited to 1 and I can't put a smaller value.
Thanks.
scene scale
Hi Ivan,
First of all, big thank for that script. It's one of the most usefull!
But, I noticed most of the passes (Zdepth, AO, etc.) don't care about the scene scale and are always computed in meters.
It's a bit annoying cause, even if the value can be edit, it refuses decimals...
Could you fix that?
(@Cabbage: I guess you have that kind of problem, try to scale down (1/100) the zdepth values and you will have a correct zdepth rendermask pass)
Private:
Iow Stan! What's up in Australia? Bonjour à Reb! Bizzz!
stanley_asbeek - this is very
stanley_asbeek - this is very different from the idea of the script.
Matte Objects
Hey Ivan,
I'm using a lot of Matte object, and I was wondering if you planned to add this in your script, it would be such a time saver...
A little bit like the "Black Hole" in DeeX V-Ray Arsenal, but inverses.
Thanks a lot
Stan
Z depth distance
I love this Script, most used script i have, please can you fix the far distance on the z depth mask, its waaay too close:(
will test and try :-)))
will test and try :-)))
Hi Ivan. Again you done very
Hi Ivan.
Again you done very nice job on this update.
It is posible to add the option for extracting velocity pass from *.exr g-buffer. Vray have a huge problem with generating this pass.
Acurate motion blur is very difficult to achieve without a precise V-pass, but other than that this pass can be used for flickering reduction
http://www.juvano.com/Deflickering-with-Velocity-Pass
Cheers!
bga
New in 5.77: - add Mentalray
New in 5.77:
- add Mentalray support in "Reflection" and "Light" mask
- add "Specular" mask
- add turnoff active Effects
- add switch "anti aliasing" in "ZDepth" mask
- add "auto detect" in "ZDepth" mask
stanley_asbeek - find and
stanley_asbeek - find and delete "rRenderMask.mcr", then install new version