revelationsr Posted April 4, 2018 Share Posted April 4, 2018 I have a scene i want to do a slap comp. I have an object and a pyro. I would like to know how to make sure the object does not show up in the alpha of the flipbook. Also it seems the pyro has a slight ghost of the object drawn in it despite that object being shaded black and is behind it. Any thoughts? Cheers. Quote Link to comment Share on other sites More sharing options...
jamesr Posted April 4, 2018 Share Posted April 4, 2018 Make a pure green (0,1,0) background and use it as the image plane for the camera (camera --> view > background image) and flipbook over that. Then key it out in nuke. (You could also color a grid green and parent it to the camera) Quote Link to comment Share on other sites More sharing options...
jamesr Posted April 4, 2018 Share Posted April 4, 2018 (edited) Here's a quick example of what I mean Edit: I just realized I forgot to include the part where you ask about holding something out, too boom_comp.mov Edited April 4, 2018 by jamesr Quote Link to comment Share on other sites More sharing options...
jamesr Posted April 4, 2018 Share Posted April 4, 2018 Sorry, here it is with a holdout. Same concept, green box. boom_comp_holdout.mov Quote Link to comment Share on other sites More sharing options...
mcgillk Posted May 19, 2022 Share Posted May 19, 2022 I was running into a similar issue a while ago and found a way to pu my sim over my image plate without any sort of compositing. Can't share the file at the moment but here are the steps I used. UV Texture node on the objects you want to make "invisible". For "texture type" put "Perspective From Camera" and drop your camera into the camera field. Create a material with a roughness of 1, no reflectivity, and use your image plate as the base color texture. Now you've got a camera projection on top of any foreground objects that need to be treated as matte objects for your sim. Quote Link to comment Share on other sites More sharing options...
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