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RonensArt

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  • 3 weeks later...
Dose anyone knows what is the best way/shader to get only the Reflection on a surface in the render image Alpha?!?

You're trying to get a reflection "matte" right? The way I do it is to set the object to be 100% reflective so no diffuse, spec, nothing and the objects to be reflected as constant white. Finally, in comp, you can copy R, G or B channel as Alpha. :)

Cheers!

steven

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You're trying to get a reflection "matte" right? The way I do it is to set the object to be 100% reflective so no diffuse, spec, nothing and the objects to be reflected as constant white. Finally, in comp, you can copy R, G or B channel as Alpha. :)

Cheers!

steven

Yes Steven, I'm trying to get the Reflection matte...

I have build a VOP VEX Shader, with the "Reflective" node and Full Alpha also.

and with Super Material setting up to 100% Reflection, no spec no diffuse playing with the alpha roll and parms also, I get the Full Alpha of the Object.

Why do I need to render a separate pass to get a Reflection Matte Alpha?

Cheers Ronen.

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Yes Steven, I'm trying to get the Reflection matte...

I have build a VOP VEX Shader, with the "Reflective" node and Full Alpha also.

and with Super Material setting up to 100% Reflection, no spec no diffuse playing with the alpha roll and parms also, I get the Full Alpha of the Object.

Why do I need to render a separate pass to get a Reflection Matte Alpha?

Cheers Ronen.

can you tell us more details?

or

make a sample tutorial.

I expect that.

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Yes Steven, I'm trying to get the Reflection matte...

I have build a VOP VEX Shader, with the "Reflective" node and Full Alpha also.

and with Super Material setting up to 100% Reflection, no spec no diffuse playing with the alpha roll and parms also, I get the Full Alpha of the Object.

Why do I need to render a separate pass to get a Reflection Matte Alpha?

Perhaps I misunderstood what you want. I thought you want to have a "matte" for the reflections in your object so you can adjust it in comp.

You can export the reflections to a deep raster but the problem is... it's reflection of the object and not the "alpha" of the reflected object. Perhaps you can tell the reflected rays to be 1,1,1 and export that as a deep raster. Unfortunately, there isn't a ready-made shader which does that.

For me, it's easier to set up a take and render a separate pass instead.

Cheers!

steven

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