Source Filmmaker

Source Filmmaker

ScoobyDoo Jul 25, 2013 @ 2:06pm
Only render model?
Hi, is there a way I can render only the models on screen? Without using a greenscreen behind it? (just a model, no map)
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Pte Jack Jul 25, 2013 @ 2:29pm 
You can always use the Black_void map, just add lights to light up your model.
Last edited by Pte Jack; Jul 25, 2013 @ 2:29pm
ScoobyDoo Jul 25, 2013 @ 2:31pm 
Originally posted by Pte Jack:
You can always use the Black_void map, just add lights to light up your model.

Yeah but then it would have a black background
PalmliX Jul 25, 2013 @ 3:07pm 
Green screen is basically your only option. I created map that is basically black void but with unlit green on the walls instead so you don't have to place any 'cards' in the scene: {LINK REMOVED}

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}

For both these maps, you need DazMatze's greenscreen panels installed in order for them to work: http://sfmbox.com/green-screen-props/
Last edited by PalmliX; Jul 25, 2013 @ 3:07pm
ScoobyDoo Jul 25, 2013 @ 3:11pm 
Originally posted by PalmliX:
Green screen is basically your only option. I created map that is just black void but with unlit green on the walls instead so you don't have to place any 'cards' in the scene: {LINK REMOVED}

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}

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
PalmliX Jul 25, 2013 @ 4:11pm 
Yah that would be very helpful indeed, I mean there are other ways of going about it, for example you could turn the entire material for the model into a solid color, unlit generic, or you could use the depth pass export option that was recently added but green screen is the most simple and effective method I've found yet.

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
Last edited by PalmliX; Jul 25, 2013 @ 4:12pm
ScoobyDoo Jul 25, 2013 @ 4:50pm 
Originally posted by PalmliX:
Yah that would be very helpful indeed, I mean there are other ways of going about it, for example you could turn the entire material for the model into a solid color, unlit generic, or you could use the depth pass export option that was recently added but green screen is the most simple and effective method I've found yet.

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.
PalmliX Jul 25, 2013 @ 10:38pm 
It may not be possible to do because of the way the source engine renders stuff. Don't quote me on that though.
Last edited by PalmliX; Jul 25, 2013 @ 11:33pm
Hakurei Jul 26, 2013 @ 9:53am 
Originally posted by PalmliX:
It may not be possible to do because of the way the source engine renders stuff. Don't quote me on that though.
Too late!
Originally posted by PalmliX:
Green screen is basically your only option. I created map that is basically black void but with unlit green on the walls instead so you don't have to place any 'cards' in the scene: {LINK REMOVED}

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}

For both these maps, you need DazMatze's greenscreen panels installed in order for them to work: http://sfmbox.com/green-screen-props/

Could you please repost the two maps?
Razarti May 14, 2014 @ 3:31am 
There are several other ways how you can achieve a matte. As PalmliX mentioned - beauty pass is one thing, your matte is another. So, to get perfect matte you can:

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.
Last edited by Razarti; May 14, 2014 @ 3:33am
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Date Posted: Jul 25, 2013 @ 2:06pm
Posts: 10