All posts relating to Maxwell Render 1.x
User avatar
By michaelplogue
#222935
Here's a quick and dirty tutorial. I couldn't reproduce your problems with your alpha mask, so for this example, assume that it's bad. Because of some special circumstance in your scene (the semi-transparent figures in front of the windows), I will be using part of it though.

First, I rendered out my RGB channel, with the glass slightly tinted so you can see the dividing line between the outside and inside lighting. After it was done, I hid the glass in the scene and rendered out the Alpha and Object ID channels (making sure to re-name my output file to make sure my RGB image does not get over-written by accident). These won't need to render very long in order for them to clear up. Here are the three channels I used for this example:

Image


First, I added the forest image as a new layer to my RGB picture. I blurred this layer slightly so it's not so sharp.

I then duplicated the room layer and moved it over the top of the forest layer and gave it an Alpha channel. Opening up my object ID image, I first select the black window areas, invert my selection, and fill the rest of the image with white. I select the entire image and copy it to the clipboard. Going back to the RGB image, I'll paste this into the alpha channel I created for the duplicate room layer. You'll now see the forest through the windows. In order to get the colors to match a bit better, I selected the forest layer, and played with it's layer effects (in this case I used the Darken feature).

Now, we still have the problem that we don't see the forest in the transparent figure that overlaps the window behind it. For this, I open up the rendered out alpha channel, select the gray part that indicated this overlapping region, fill it with white, invert the selection, and fill the rest of the image with black. Again, I'll select the entire image and copy it to the clipboard.

Going back to the room image, I'll create a copy of the forest layer (setting it's properties back to Normal, and past the clipboard as a new alpha channel for this layer. I then set it's Opacity to around 15%, just so you could barely see it, and put this layer at the top of my layer stack. Here's a screenshot to show how the layers are arranged:

Image

I can now flatten my layers, and adjust the levels, curves, or whatever to achieve the look I want:

Image

There's all sorts of things you can use with the Object ID (or Material ID) channel. For example, if you wanted to de-noise just a specific part of your scene (the floor for example), you can easily create a mask using the Object ID channel. Another example is a night-time rendering of a room, where you have a lot of visible reflections on the windows. You can create a couple of layers with masks so you can insert a night-time cityscape as your background, and another layer of the windows with reflections. Each could be adjusted separately to achieve the look you want.

Hope this made sense. If you have any specific questions, feel free to ask!
User avatar
By Daniel Hruby
#222940
This is so helpful. Hey thanks everyone for your time on this. I really had no idea how complex (and flexible) this could get when using the object and material id's. I will try to master this and post some finished work fo this project soon.
User avatar
By DrMerman
#222942
Excellent tutorial Michael. I call sticky/re-post in the tutorials section :D
User avatar
By michaelplogue
#222945
Thanks guys! Here's a quick example on what can be done with night interior shots. The straight RGB rendering used a mirror material on the windows. When combined with various alpha masks in photoshop, we can achieve nice reflections over exterior backgrounds.

Image
User avatar
By lebbeus
#222950
DrMerman wrote:Excellent tutorial Michael. I call sticky/re-post in the tutorials section :D
second!

thanks!
User avatar
By michaelplogue
#222953
That's fine me be. :oops:
User avatar
By Daniel Hruby
#222957
Definitely a tutorial candidate.

Thinking about this further, it would be cool if there was a way to output the various files (render, alpha, background, material ID, object ID) into a PS file directly so that all the files were preloaded (and separated) into the appropriate layers or channels. I know its probably not to intensive to do it manually, but if you could just save out the image from MXCL as "image.PSD" and all of these files could be gathered and merged together for further editing.....? That would be a nice workflow.

If it can't be coded directly in Maxwell, could it be handled by an Automator script (Mac)?
User avatar
By lebbeus
#222975
I have a wish thread about this (PSD output), something like PSDmanager (that worked with all the plugins and studio) would be great--outputting mutti-layered PSDs with control over things like alpha, diffuse, specular, shadows, etc.
By piroshki
#224506
Guys - Excellent thread and tutorial.

I have a quick Maxwell related question: I've just done a render overnight, but I didn't turn on the "Alpha" channel.. (hadn't read the tutorial yet...). I did output an MXI - but I can't figure out how to export an Alpha channel from an MXI within Maxwell Render. Anyone know if this can be done?

I'm going to have to re-read this thread at least 3 times to make sure it all soaks in :)

P.
User avatar
By Daniel Hruby
#224518
Save your image now and restart the render from your host app or studio with the alpha channel enabled and it will generate the alpha for you immediatley. You can stop the render after you see the Alpha file generated on your drive. Just make sure you save the current rendering so you dont overwrite it with a new rendering.
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