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Thread: Do not want to see ALL the glass

  1. #1
    Registered User ianay's Avatar
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    Sep 2004
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    glasgow
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    Do not want to see ALL the glass

    Ive built a town scene and after a day of rendering, ive noticed the window surfaces are a little 'off'
    I assumed i could just fix the surface and render just the window surfaces in their own seperate layer then stick the new rendered window layer tiff sequence on the final scene..
    Thats exactly what I did and the surface looks better but (and here's the problem)
    all of the windows surfaces have rendered (as its only thing seen by the camera)
    How do I set up the render to 'not' render the windows that are hidden behind other buildings etc in the final scene?

    Im pretty sure this is an easy fix but I just cannot recall how its done

    Thanks for all help

  2. #2
    Registered User
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    Here is my suggestion, although there are probably other much better solutions.

    I think the easiest way would be to use Object Matte.

    If the windows are part of the buildings with a different surface, you could go into Modeler and use the Statistics panel to choose their surface, cut them out and place them on another layer.

    If they are separate objects from the buildings in a separate layer already, you should be good to go.

    Make your building objects Matte objects and then render.

    Check this;

    https://www.youtube.com/watch?v=x3VLMCPLPOM&

  3. #3
    TrueArt Support
    Join Date
    Feb 2003
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    Quote Originally Posted by ianay View Post
    How do I set up the render to 'not' render the windows that are hidden behind other buildings etc in the final scene?
    Have Z-Depth buffer on either building and window render. Then in composition pick up buffer basing on Z-depth value.

    To disallow two transparent windows in the same area set Recursion limit.

    BTW, did you see my Virtual Room plugin?
    It allows render of interiors in town/city scenes.
    http://virtualroom.trueart.eu


    You apply this node on window surface.

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