Hello everybody,
I wanna know what is the best way to deal with refractions in comp preferably nuke.i want to know how to adjust the background in nuke without affecting the refractions. I watched arvid's video on this:https://youtu.be/PUJZQKXW67I .But it isn't clear to me on what to do if i dont have geometry or projections. What to do when you have just a image plane? What to do if you haven't decided the backplate yet or it has to change? i dont think that the refractions affect the alpha channel. How to deal with this. Any help would be really appreciated.Thanks in advance.
Unfortunately, the best way is to re-render the refractions, you can render them as a separate AOV for compositing back, which will speed up the process a lot.
But no comp trick will be as good as real raytraced refractions, especially if there is any roughness in the transmission.
Arvid's method is to get the UV (ST) coords from the refracting geometry and using that to drive the distortion. This works for geometry when it hasn't got anything else behind it, but as soon as you have the geometry and the background you wish to distort it can get pretty complex.
If you have an example scene of your setup we can take a look for you.
I don't know your compositing package, but, for Nuke, you have gizmos to deform an image based on the AOVs created for that specific task, and it looks great, trust me.
I think that is a terrible idea.Also the whole meaning of comp is to not to re-render every time you make a change.
I want a very simple thing.i just want transparency in my alpha channel in all aovs and beauty. like in redshift when rendering refractions.
Did you try Transmit AOVs?