Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 05 6:06 am)
Visit the Carrara Gallery here.
One point to clear up, You will get an alpha channel but none of lighting effects will be masked. I think Carrara depends on the edges of mesh in the scene to generate the mask edges. The same is true for the volumetric objects like clouds & fog - no mesh-no mask. Checking the g-buffers and having visible lighting effects can at times cause an animation render to crash or error out. mdc
For my St. Judy's Comet: Brian image, each element was rendered out as a individual picture with every other element made hidden or made black against a black background (I may have used blue as that was the dominant colour). I then rendered each object again with only a white shader, black background, 100% ambient light, no other lights to create the masks. I then brought all the renders back togther as separate layers in PhotoPaint and from there I was able to adjust the opacity, hue, glow etc of each object using the individual masks I created. In the case of that image, I actually adjusted the figure to be more orange to punch up the colour contrast. This saved me render time as I could make the adjustments with instant feedback in PhotoPaint instead of having to make test renders of the whole scene.
So how does this fit with rendering lighting effects with an alpha channels?
Let's say I want volumetric lights to have their own alpha channel: I set up my lights and then render my scene without the light cone visible. I then render the scene again with a black background and all the objects hidden except the volumetric light. Objects that need to cast shadows in the volumetric light can be made entirely black/white (or nearly transparent) with no reflections,highlight etc. (experiment) When I render this second version, I get the light cone effect against a black background. I then copy this image, adjust it in a Imaging program (convert to 1 bit, push up the contrast, colour mask etc...) to create an alpha mask of the light cone and save it as a separate image. I can then use the manufactured mask image and the image of the light alone to composite them together with the original render. You can do this for lens flares, glows etc.
It takes some planing to figure out what you should be rendering as a separate object to composite later. But this is typical film and high end production stuff: render a colour pass, reflection pass, one pass for each light used, mask passes for each object or effect, etc...
I've attached a example image of how this worked for my Brian image. The masks were created in Carrara by making the objects plain white, the background black, the ambient light 100%, no other lights and hiding all the other objects. This renders very quickly using the zbuffer. Do these steps after you have rendered the other parts of your image and save your Carrara file with a different file name so you don't over-write your original file.
See the final image at http://www3.telus.net/pem/brian.htm (the better version is at the bottom of the page)
thanks for feedback. i'm thinking of rendering a 3d object, say a glowing sphere, with alpha channel and keying it with video files of a person standing in front of a green matte in adobe premiere. the 3d object have to circle around the person. i have tried rendering in photoshop sequence format with the mask box check but it doesnt work with lighting or any glowing effects. any other suggestions?
Open the video file of the person with green background on premiere and create a new file as alpha channel. Render your animated glowing sphere with black background. Back on premiere, composit all the files using color transparency on the sphere file, swiching the layers depending on the position of the sphere in relation of the person (sphere in from or on the back of the person) I did that before. Work pretty well.
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is there a way to render lighting effects and have alpha channel? thanks