JayAims Posted June 3, 2016 Share Posted June 3, 2016 Hello VFX wizards! I am trying to render out a sim with an RBD alembic animation from maya inside my houdini smoke sim. I can render the scene just fine but my question is with object contributions. in lights you can add contributions that basically layer the exr file with direct lighting, indirect lighting, C, ect, for each light. Can you do this with objects as well? Because in my shot the object swirls around the smoke and has the smoke visible in front of and behind it. I want to be able to essentially render out the RBD object that is spinning as a silhouette on its own layer that comp can add the actual textured object into nuke but still have it in the center of my sim. Is this possible in houdini? *see attached for the LQ take of the shot* smokeRender.v3_LQ.mov Quote Link to comment Share on other sites More sharing options...
anim Posted June 3, 2016 Share Posted June 3, 2016 (edited) to render smoke with holdout for your object, either check Matte Shading checkbox on your burger object or alternatively put that object into Forced Matte parm on Mantra ROP and your smoke to Candidate Objects parm (or just to Force Objects and make Candidate empty) then just comp it on top of separate render of your burger object Edited June 3, 2016 by anim Quote Link to comment Share on other sites More sharing options...
Guest tar Posted June 3, 2016 Share Posted June 3, 2016 Sounding like a perfect job for Deep comping? Quote Link to comment Share on other sites More sharing options...
anim Posted June 3, 2016 Share Posted June 3, 2016 1 minute ago, marty said: Sounding like a perfect job for Deep comping? if you have insane amount of disk space and plan on tweaking the object animation without having to resim/rerender the smoke, then by all means, otherwise I would still suggest good old matte Quote Link to comment Share on other sites More sharing options...
JayAims Posted June 3, 2016 Author Share Posted June 3, 2016 11 hours ago, anim said: to render smoke with holdout for your object, either check Matte Shading checkbox on your burger object or alternatively put that object into Forced Matte parm on Mantra ROP and your smoke to Candidate Objects parm (or just to Force Objects and make Candidate empty) then just comp it on top of separate render of your burger object I understood every word of this. lol. Sorry just excited that im understanding the lingo of Houdini! Alright! ill put this into use! Thanks Tomas! Quote Link to comment Share on other sites More sharing options...
6ril Posted June 7, 2016 Share Posted June 7, 2016 nice smoke fx ! Quote Link to comment Share on other sites More sharing options...
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