Multi Matte in Maya using Vray by Mauricio Ricaldi

One tool that is very useful in light and comp pipeline is creating mattes for diverse tasks later in comp, sometimes there is a need to do specific mattes for certain objects or do a lot of mattes at once.

One tool we build with my friend and now sup in Bardel (Mike Tran), was the multi-matte to manage in a fast way this task. It began as a contest who can make the best matte tool for Vray and at the end we fusion both in this one :)

This tool will work using Vray render engine only.


There are diverse ways to generate mattes with this tool, but all will at the end create passes in the layer that you are with the names "Multi_Matte_A" (A-B-C to H) depending the amount of objects you select.

you need to position in to a render layer to build the passes inside

you need to position in to a render layer to build the passes inside


Auto MultiMatte is the automatic button, just select a bunch of objects or groups, for "each" selection will create a pass to the total of 24 passes. so maximum of 24 objects.

Take in mind that ObjectID is used to tag the proper pass later on, but is parent-child hierarchy driven, so if there an object or a group that has already assigned an ObjectID on top of your selection, that object rules.

Sometimes this could create a mess specially if you didn't model/layout your sets, the next button "remove ObjectID form Geo" will remove it or set to "0", if don't work you will need to remove it manually (reference files do this).


The next tab is to manually assign mattes to objects, to passes from A to H, is very straightforward, select the object or objects  then select the pass name you want to assign it and color. done.

The pass will be created automatically if is not present.

Finally the grid matte


Is for fast assign mattes to objects, just select the objects and press any color of the pass you want to be assigned, for simplicity there is A-B-C Multi_Matte passes.

This tool was very useful in the pipeline of some shows I work on last year.

MultiMatteTool for Vray

(this is a Python script)






Vray Lights to render elements by Mauricio Ricaldi

Control lights is one of the most important thing to do when you light a scene, but also if you separate each light in a different pass or render element is very useful to comp it later and tweak anything without re-rendering all again.

To address this in Vray, we can render each light as separate pass, we need to create an render layer and add the lights and set, geometry, etc.

create a new render layer.

create a new render layer.

As example I have a simple scene that I added five lights.

To have more flexibility in comp I want all the lights in different passes and not all in one RGB like this render:

There is a manual way to do this, assigning each light to a render element and link it, but it takes a lot of time and if you have a bunch of scenes to light, the practical way is to do it with a script.

Phyton script is available at the end of the page :)

Phyton script is available at the end of the page :)

This small script will do the job, you need to place in the render layer (this example city_SET) and add all the lights, run the script, if you need the specular pass there is that option too. 

The script will create for each light a render element:

Now we render and will have all the passes:

From here we can comp in Nuke and add any light effect, color.

RGB render

RGB render

Using the light passes to give some mood and color to the scene .

This way we make candles, torches,  interiors and even characters, and have key lights, fill, rims, etc.. Is a better way to iluminate and has the flexibility to make changes in comp later.

Vray render elements documentation:

There is a tutorial for doing this in 3DsMax here.

Baking GI with Vray by Mauricio Ricaldi

One way to reduce to the minimum the noise in our renders is baking the GI.

When rendering environments with GI, ambient occlusion is very good idea to bake the GI specially if the camera is moving.


There are certain things that don't work with this method, first if any object in your scene is animated will break the GI, making ghosting in your rendering. To solve this problem you can render those elements separated in a different layer and comp it later.

First in Maya we go to the environment layer, and enable GI, here are the basic settings:

Select the Engine as Irradiance map, also set the Mode to Incremental add to current map in Irradiance map and in Lightcache to Fly-through

We need to render a few frames where the camera is moving, think about doing a panoramic landscape but instead of photos we are photographing GI and stitching in one big file, so we can render different frames as example: if our range is 1-50, we can render each 10 frames, take all of them and save it as a GI that is called irradiance map. (if you are rendering using a farm or a network you need to save this file in an accessible place)

One tip: render the image as 100% or 50%, but not less than that, otherwise your Irradiance map will be useless.

To do this we can write a MEL script to automate the render of the GI.

float $lastFrame= `getAttr ("defaultRenderGlobals.endFrame")`;
int $frameskip = 10; // each 10 frames
int $loop = $lastFrame/(int)$frameskip;

for($x=1;$x<$loop+1;$x++) {
 $framerun = ((int)$frameskip*$x);
 currentTime -e $framerun; 
 RenderIntoNewWindow render;// render!!
 print ("Render Frame:"+$framerun+"\n");


Irradiance map

Irradiance map

When all is render, we can check the irradiance map and see  if all the image is complete, is there any holes that the render didn't catch, is possible that the camera movement was to fast, the easier way is to go to that frame and render, it will add to the irradiance map automatically.



Finally we save both files, irradiance and ligthcache and set the Mode to load and locate the files, save the maya file, now you can render normally.  Remember if you are rendering into a farm, place this files where it can be loaded from the network.

Our environment layer is ready to render without any noise.

I coded a more advanced version of this tool for different TV shows, some need some tweaks here and there, if you are using render managers like Deadline you can send all the GI calculations to the farm too.

Current BakeGI tool for KJN

Current BakeGI tool for KJN

For more detailed information you can check Vray documentation:

and Irradiance documentation: