
Finally, I seem to be getting better results with rendering out shadow in a different pass and comping them together. The comping was done inside Mantra itself using compare options (and blend) but still its pretty rough (i.e. blending will just blend the two when, i needed to actually comp them together). I'll be doing this shortly.
The alpha for the shadow can be seen clearly in the image posted here.
long time since i felt real excited about posting something new, which i tried out or discovered.
Well this once I just felt like resorting to cheats....
the issue that I had to resolve: the debris were not casting shadows. even after making major amends in the VEX network, it did not really get better.
so i decided to get the shadows as a different pass in itself using takes and shadow masks..
You must be wondering 'whats new about this? we do this all the time'
yep there's nothing new about the approach and in fact its one of the most widely used and beneficial (from point of view of control it provides us with) BUT i chose not to go that way about my project.
the only reason for this was 'I wanted to test my knowledge and skill in VEX'.
Did I pass?? I wouldn't think so. I'm quite disappointed by the fact that, firstly it took me quite a few hours to realise the VEX network which I had set up. Secondly, I couldn't complete the entire task (i.e. the shadows weren't being cast by the debris)
But this has certainly reduced my fear of VEX editing and I'm now confident that, I can, with some more reading, experimenting and research, setup more complex VEX networks than this one.
Now I need some good strong Coffee.
No comments:
Post a Comment