render alpha and deep raster only
5453 5 2- metaclay
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- symek
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…hmm…. because channel managment in mantra is driven complitely by artbitrary user decision? So it's up to you which render variable you want to store in which channel… is this good answer? channel's names is only convention: rgba pz P Of etc.
So what stops you to pipe-in under VOPs so called “deep raster data” into rgb channel?
The name for this is flexibility. The price for this is that you don't have handy buttom to render only that or that. Still during shader dev. you dacide what mantra renders.
cheers!
SY.
So what stops you to pipe-in under VOPs so called “deep raster data” into rgb channel?
The name for this is flexibility. The price for this is that you don't have handy buttom to render only that or that. Still during shader dev. you dacide what mantra renders.
cheers!
SY.
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- Simon
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- symek
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You partly right! It seams to me that mantra/Houdini expects first plate to be 4channel plate. Then, other plates are whatever you want. Files from deepraster Tab are complitely arbitral on the other hand. First plate can be floating point one channel data for example.
But still you can put in your alpha to rgb just after convering it from foat to vector… for me it works like a charm. With lzw compression under tiffs, it's vary small even keeping in three channels the same data. You can output alpha to “r” and leave “gb” black to make it even smaller, if you really need it .
…or make emply shader to render black plate and use deepraster to output alpha as one channel single plate…
…or in your own shader override Cf variable to be float not vector, put in it alpha and export it. Not sure if this is possible, just can't check now…
O! no! plenty posibilites! I'm loosing my mind!
cheers,
SY.
But still you can put in your alpha to rgb just after convering it from foat to vector… for me it works like a charm. With lzw compression under tiffs, it's vary small even keeping in three channels the same data. You can output alpha to “r” and leave “gb” black to make it even smaller, if you really need it .
…or make emply shader to render black plate and use deepraster to output alpha as one channel single plate…
…or in your own shader override Cf variable to be float not vector, put in it alpha and export it. Not sure if this is possible, just can't check now…
O! no! plenty posibilites! I'm loosing my mind!
cheers,
SY.
- metaclay
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actually not about disk space,
i've render the complete scene with all the ‘expensive’ shader.
but not happy with the result etc.
now i want to render alpha per object so then i can recomposite,
then use/input this as mask in compositing.
i don't want to re render the whole thing which will take very long.
anyway i found it already,
in deep raster, set variable P/Af then output to some flat image format.
thanx.
i've render the complete scene with all the ‘expensive’ shader.
but not happy with the result etc.
now i want to render alpha per object so then i can recomposite,
then use/input this as mask in compositing.
i don't want to re render the whole thing which will take very long.
anyway i found it already,
in deep raster, set variable P/Af then output to some flat image format.
thanx.
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