Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yeah but then it would have a black background
Now the only thing to keep in mind is that volumetric lights won't key properly so you have to render a 2nd pass against black and then comp back it on top. I made a black version for that purpose: {LINK REMOVED}http://www.mediafire.com/download/af8t7t7lqime4wn/big_stage_black.bsp
For both these maps, you need DazMatze's greenscreen panels installed in order for them to work: http://sfmbox.com/green-screen-props/
Thank you for the help, kinda dissapointed there isn't a render option for just models... they should really add that in
One little tip, if you're doing a lot of complicated compositing, don't export the green screen in your 'beauty' pass i.e. don't render the green screen into the shot with all the lighting enabled and the render settings set to max etc... Instead, what I do is to export the beauty/high quality pass first without the green screen. Then I export the green screen as a second pass with lighting disabled but with all the other settings (dof/motion blur samples etc..) the same.
Because lighting is disabled, it renders lightning quick and then you key out the green screen in that pass and use the transparency from it on your beauty pass. This helps preserve the quality of your initial beauty pass as well as other advantages. I used this technique on many shots in this video: http://www.youtube.com/watch?v=ZGBEqnsbedU
Vey helpful, thank you so much! I'd still love to see them implement a render model only option. A large percentage of my use in SFM is using it as a model poser for screenshots/ signatures/ etc.
Could you please repost the two maps?
1) Use unlit greenscreen.
2) Use depth pass. By adjusting your grades of shade in it and putting a threshold you can achive quite good matte.
3) You remember, once you've installed SFM you might come across some models which were turning purple? Simply adjust your shader setting for the model, render it out and make a purple keying.
4) Alternatevly you can change models texture to solid color.
5) Difference keying. Render beauty pass with hero and without. Make a minus operation and you will get perfect matte.
6) Tricky one: export from SFM your animated model and camera (for this you need Maya). Then convert it to whatever format (FBX for camera, OBJ, Alembi, FBX for model). Reposition object and camera in 3D space in compositing/3d package and render out alpha - you will have perfact matte.
These obviously are not all possible options, but I would think of them as the most common ones.