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chrisdunham95

PYRO RENDER LAYERS / SEPERATION

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Hi guys,

So have a explosion peice ive been working on working upto final render - now im looking for a way of efficiently seperating out each element (Base explosion, dust blast, shockwave, trails) - I would use deep but i know deep files get huge for volumes quickly and im not sure on how the houdini deep pipeline works. - I really dont want to add extra render time tbh, soo any handy or efficient tips? 

- thought about rendering each element seperately instead too rather than all together - but it would need the holdouts/influence off the other elements and tested this using force matte/phantom but couldnt get what i was after

 

- would provide a hip file but i feel theirs no need this is more of a general how would you go about it? 

Will give me more control in comp and mean i can do breakdowns of the elements without rendering twice

 

Thanks Chris 

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You can make a attribute for each element in its shader

assign each element seperate shader

inside shader drop a constant and set value to 1

plug into bind export and name elementname_matte

in mantra rop extra image planes make a new plane and set vex variable to elementname_matte

export as vector if your going into nuke

this will make mattes for your elements within a single render

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On 12/17/2016 at 5:14 AM, Yon Anadeyo said:

You can make a attribute for each element in its shader

assign each element seperate shader

inside shader drop a constant and set value to 1

plug into bind export and name elementname_matte

in mantra rop extra image planes make a new plane and set vex variable to elementname_matte

export as vector if your going into nuke

this will make mattes for your elements within a single render

Huge thankyou James, will give this ago! 

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