I made the emission nodes both 0 for camera, but the object still appears as a black object instead of being invisible.
Is there something to change to make this happen?
How to make emissive object invisible to camera completely?
I was hoping to use emission object so that I could fake a flamethrower burst to produce light by sculpting the object to stretch out. But I suppose my object doesn't need to be invisible since I will be compositing a flame in After Effects.
by the way,
Is there any way to use the scratches node as a mask?
I tried to use it to mix two materials but it wasn't masking out the second one inside the scratches.
When I solo the one that should be inside the scratch and make it a bright colour I can just barely see it but not enough for the material to show when mixed.
Yes, the scratches can be used as mask, they output only greyscale scratches on top of white background. But these grey values are very dim, and you may not really see the effect in a combination with mix material. So, probably a color correct node can help increasing the contrast of scratches but I feel I can improve the scratches node to produce more contrast values and output grey gradient scratches (as is now), colored scratches and pure black/white mask. For example this is working for the flakes node and it's working perfectly as a mask of multi material, and very usefull to produce the car paint flakes.
Btw, download the 0.65 release, it's done, and it's much faster, and the most previously discussed bugs have also fixed
I have been checking every day and saw it right after you posted it.
I can't wait to try it and use 2023 to render my new project I have been building scenes for.
I really like the scratches node, so I will see how colour correct helps.
I am curious if you have tried rendering pyro with the newest update, or if this is not possible with centileo?
I do not yet have the newest update that has pyro, so I am not sure if it is worth getting it.
And with 2023 now I can now use the curvature mode for vertex maps to get 'dirt' shader masks until the dirt node is fixed.
very happy today
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