• Render questions and Dota models
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Hi, first of all sorry if these questions have been answered before. A newbie in SFM here. Is it possible to render out renderpasses from SFM? Similar question, is it possible to just render out the models seperate from the backgrounds? Last question, doing mostly dota 2 stuff and used the original models. Then I found out about these high-res ones on this site. I used them but they kind of look a bit more "plastic" compared to the original models when rendering them. Can you change that somewhere? Is it in the rendersettings or is it in the models themselves? Thank you! Edit* And also how do you freeze poses from a premade animation?
[QUOTE=hebbulinus;44921686]Hi, first of all sorry if these questions have been answered before. A newbie in SFM here. Is it possible to render out renderpasses from SFM? Similar question, is it possible to just render out the models seperate from the backgrounds? Last question, doing mostly dota 2 stuff and used the original models. Then I found out about these high-res ones on this site. I used them but they kind of look a bit more "plastic" compared to the original models when rendering them. Can you change that somewhere? Is it in the rendersettings or is it in the models themselves? Thank you! Edit* And also how do you freeze poses from a premade animation?[/QUOTE] SFM doesn't have very much pass support. You can get Color Depth Pass Normal passes for relighting and SSAO (Hidden in the element viewer. It's in the renderSettings section. Find progressive refinement settings, set AO mode to 5, and then enable "show ambient occlusion." It may crash, it may work.) There's no way to get the characters with an alpha background, but there are some tricks to separating them. You can get just the background by disabling all animationsets. You can get just the models on a solid black background by right-clicking the viewport, going to world settings, and disabling rendering brush models, props, particles, etc. What I usually do to get the models on an alpha channel is: Disable the world around the models. Render with depth pass enabled. Use an exposure effect on the depth map to make it solid black and white. Use a Luma matte on the depth map to mask out my characters. You then have the characters with an alpha background. You can now do what you please. The models look more "plastic" because the VMT settings are different than the VMT settings in the originals. If you're using CustomHero with the original models, they'll look better than the VertexLitGeneric versions. The reason they look so "plastic" is probably due to the phong settings. Try tweaking those in the VMTs You can freeze poses in premade animations by going to the motion editor, finding where you want to freeze the animation, select after it, and then use the "in" slider to set the entire selection to the first frame selected.
Wow that helped me out so much :) Thank you!
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