

I’m a Co-Founder of the CG-company Utopiatree, working in the fields of illustration, film, and augmented reality. Might sound confusion but take on step in the time, start out with a groundplane and check out the matte surface options and such then you hopefully will start to see the possibilites.Hi! My name is Rene Vidra and I live close to Vienna, Austria. this way it will only take up the shadows in the alpha channel. for that to work out you need to make another change on the vray property node wich is set it to matte surface and alpha contribution to -1 for the ground. To take it one step further i would do the same workflow for the the shadow, one renderlayer to were the primary visibilty is set to of to only get the shadows on the ground.

When doing it this way you get a clean alpha wich in the render layer for the ball in the foreground only has white were the ball is. Just create one renderlayer with all the objects you want to render, then duplicate that layer and set the overrides you want. the same for the background and and the redball in the yellow balls renderlayer. If you add a vrayobjekt properties node to the objects you want to control you can create renderlayer overrides, so that you get the yellow ball to have primary visibility off but still cast reflections and shadows. Since you are doing two renders, one for the bg with the red ball and one for the yellow i assume these are on 2 different render layers? Hopes this helps you in the right direction. However, if you want to be able to maybee rotoscope out something from the foreground and still see the character you would probably need to go with the renderlayers anyway. Select the shader and under Attributes in the Attribute editor add a Material ID. You can also base the Multimatte on object ids and to make this work you need to att an attribute to the shader you want to turn up in the multimatte. this way you make it nice and tidy to se both in the render globals and in the passes what is corresponding to what. Since the Multi Matte element only supports 3 channels you might want to create more of those and name them to wich objects they actually affect.Ī good thing to think about is to name both the VrayRenderElement that is in the top of the attribute editor when you selected the render element in render globals and also the Filename Suffix to the same name. On the left top side you can choose whatever pass and view it. Now to a test render and make sure you use the vfb. Now you need to select all the object you want that should have the object id 1, then create a vray single object property node to the selection and with that node selected check the Override object ID and type in the number you want. Green for the character and blue for the background. When you select the added render element you will be able to set the id number in the attribute editor, say for examble you will have all the trees in the foreground red, then put in a 1 in the Red Object ID. With the Multi Matte you can tell wich objects that will get the rgb info that you can then use to do comp on. Go to the render globals and under renderelements create a Multi Matte. If you want to be able to separate stuff in comp the way to go would be the multimatte if you dont want to create additional renderlayers. I guess there would be some different ways to acheive what you want to do.
