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Transparency and Alphas
Posted: Fri Dec 23, 2011 1:18 pm
by Tan Boon Meng
Hi all,
I have done a few liquid projects and i do get requests to have them in different backdrop.
So the way out is to have them in layered. But i don't see that i can generate out proper alphas. Maybe 2.6 there are, have yet to explore. Anyone have this issue? and how do you solve it? Suggestions?
I came across some that can even generate highlights, reflections, color in multiple layers. Can those be done? : ))
Merry Christmas everyone!
Regards
Re: Transparency and Alphas
Posted: Fri Dec 23, 2011 4:28 pm
by Mihai
What would the proper alpha look like do you mean?
Re: Transparency and Alphas
Posted: Fri Dec 23, 2011 7:26 pm
by simmsimaging
The normal alpha you get with a Maxwell render of transparent mediums is about as good as it gets, but you will still need to do some work in Photoshop to make your liquid sit well on a new background. Having separated reflection and refraction passes can help, but I have never bothered when using MW because it requires a full separate render to get the reflection pass.
I'd suggest also rendering the Object ID or Mat ID pass so you have a "solid" alpha for the liquid as well.
/b
Re: Transparency and Alphas
Posted: Tue Dec 27, 2011 4:39 am
by Tan Boon Meng
Hi Mihai.
It will be nice to know what a proper alpha looks like for liquid transparency. : )
Normally i will play around with it against black backdrop (By turning off the background lighting in multilight) and invert some lights panels here and there. So i will have a few kind of "alphas" to work with. Of course with the full solid mask as well. Just thought what else can be done.
Hi Simm,
Thanks for the suggestions. I did try i think, but those alphas will have most or all reflections or highlights not render out.
It will be so good it future MW can generate out highlights, reflections etc in mutli layers in one render.. in that case so much more things can be done when bring over to other softwares for modifictions. : ))