How did you position that plane with the mask in the very end 15:07 so acurately? was it aligned to the camera target and then you eyeballed the correct scaling, so made it fit to the camera frame manually?
Thank you for all these Vray tutorials. There are actually very Vray tutorials out there and yours helps alot. Thank you. Would you be able to do a tutorial how translate some of your Max/Vray tutorials to Maya/Vray. I could one was I was trying to replicate the beer foam tutorial and Maya didn't have some of the nodes you used. Thanks again.
@@JonasNoell Noooooooooo😅 But when ever you do get one it would be great to see how to convert in Maya. I can do most of the tutorials it's just on some things translating over to Maya I am not sure how to tackle it.
@@JonasNoellanyway, I figured it out: I turned the HDRI INVISIBLE so that each frame will not have a WHITE MATTE on the silhouette (e.g. on House and Trees) - this way, background transparency is perfect, where I can add any background image or video later in compositing part -thanks for replying to my question :D
The glass sphere turning black with the VFB Background workflow is caused by the settings in the shader. Setting "Affect channels" to "Color+Alpha" for every refractive shader in the scene resolves this issue. Also, the VFB Background can use an alpha, if it was saved in the image. That way you can overlay certain parts of the background over the rendered content by activating "as foreground" in the VFB Background options.
Thx for your input! That's indeed correct for the refraction part, however the other issues remain that's why I still prefer the demonstrated option :-) For the Backplate + Alpha as foreground also works but with the demonstrated issues of the Backplate element, eg. no Real-Zoom. So basically the demonstrated workflow in the video doesn't compromise on anything, the only downside (at least to my knowledge) is the slightly more complicated setup process... :-)
Exelent! Quite a lot of little things which I have known exist, but never actually touched them. I love working directly in the frame buffer mainly because of light mix and ability to quick adjustments to lights. Ofcourse, with exr workflow in Photoshop it also possible, but then there is a large 32bit files and it's not exactly a good thing for my job, but yet - really powerfull, I should admit :) I'm shure, I can find usefull tricks for me and have more control. One thing I'm always struggled with - it's shadow integration. When I render its on matte object and export with png+alpha, or just alpha, all the color of lights and ground is lost, basically. I wonder, if you render it on backplate and export with alpha, is it gonna be fixed? Anyway, thank you for another great tutorial! 👍
You can add a VRayAlpha in the render elements and it should save out a pass that keeps the colors intact. They are only lost in the original png because the built in alpha channel does not allow colors.
Your are only unique teacher on the RUclips no one could beat you.❤❤❤
so far your VR tutorial is the best in whole youtube world
Thank you for your continued stream of awesomeness. You're an incredible teacher.
Another great information. Thank you Jonas
Excellent explanations, very grateful!
thank for share all your knowledge, grate tutorial
Du bist der Beste ... Vielen Dank ...
Very good job!!!
How did you position that plane with the mask in the very end 15:07 so acurately? was it aligned to the camera target and then you eyeballed the correct scaling, so made it fit to the camera frame manually?
No, I forgot to mention: I just used screen space texture projection, so it matches the backplate 100%
@@JonasNoell Alright, yes, so the actual size of the plane's geo is not important. that is nachvollziehbar.
@@sturm3d Exactly, as long is it slightly larger than the camera view and positioned in front of your 3d elements
@@JonasNoell By screen space texture projection you mean , vray decals?
It seems to be a "camera map Modifier"
Thank you for all these Vray tutorials. There are actually very Vray tutorials out there and yours helps alot. Thank you.
Would you be able to do a tutorial how translate some of your Max/Vray tutorials to Maya/Vray. I could one was I was trying to replicate the beer foam tutorial and Maya didn't have some of the nodes you used. Thanks again.
Hi, the issue is that I don’t have a Maya license at the moment 🙃
@@JonasNoell Noooooooooo😅 But when ever you do get one it would be great to see how to convert in Maya. I can do most of the tutorials it's just on some things translating over to Maya I am not sure how to tackle it.
thanks
Interesting like it alot. Question does this method works with animation ?
I Didnt try it yet
If you have an animated backplate and a tracked camera then yes
Hi Jonas - out of topic question: How to use ALPHA channel in animation to add background? (e.g. adding Clouds video)
Not really sure if I understand the question
@@JonasNoellanyway, I figured it out: I turned the HDRI INVISIBLE so that each frame will not have a WHITE MATTE on the silhouette (e.g. on House and Trees) - this way, background transparency is perfect, where I can add any background image or video later in compositing part
-thanks for replying to my question :D
Also check out my mini-course about Backplate Integration:
Part 1: ruclips.net/video/FfwO5nHqL0I/видео.html
Part 2: www.patreon.com/JonasNoell
The glass sphere turning black with the VFB Background workflow is caused by the settings in the shader. Setting "Affect channels" to "Color+Alpha" for every refractive shader in the scene resolves this issue. Also, the VFB Background can use an alpha, if it was saved in the image. That way you can overlay certain parts of the background over the rendered content by activating "as foreground" in the VFB Background options.
Thx for your input! That's indeed correct for the refraction part, however the other issues remain that's why I still prefer the demonstrated option :-)
For the Backplate + Alpha as foreground also works but with the demonstrated issues of the Backplate element, eg. no Real-Zoom.
So basically the demonstrated workflow in the video doesn't compromise on anything, the only downside (at least to my knowledge) is the slightly more complicated setup process... :-)
💛💛💛
Exelent! Quite a lot of little things which I have known exist, but never actually touched them. I love working directly in the frame buffer mainly because of light mix and ability to quick adjustments to lights. Ofcourse, with exr workflow in Photoshop it also possible, but then there is a large 32bit files and it's not exactly a good thing for my job, but yet - really powerfull, I should admit :) I'm shure, I can find usefull tricks for me and have more control. One thing I'm always struggled with - it's shadow integration. When I render its on matte object and export with png+alpha, or just alpha, all the color of lights and ground is lost, basically. I wonder, if you render it on backplate and export with alpha, is it gonna be fixed?
Anyway, thank you for another great tutorial! 👍
You can add a VRayAlpha in the render elements and it should save out a pass that keeps the colors intact. They are only lost in the original png because the built in alpha channel does not allow colors.
@@JonasNoell omg, I've never knew that =_= Thanks!
Hello! is there a solution to make the shadow much sharper and not diffuse towards the edges? thank you!
Decrease the size of your main light source
Thanks!@@JonasNoell
I can't get this red colour on car when I merge it in max how can I get car with material ?
Which car do you merge from where?
@@JonasNoell I downloaded beautiful caddilac from wirewheelclub and I merge it after that I can't see material on it it's all white in colour 🥲
@@JonasNoell I download caddilac from wire wheel club merge it but it shows in white colour without material
@@AkshayKumar-is9ys Well you need to build some shaders for it 🙂
@@JonasNoell how? Please tell
niu bi