Render Passes |
In addition to the traditional passes (spec, AO, RGB masks, etc.) we will also be adjusting the colors of our lights in comp as described here. The setup for this in our background and foreground passes is slightly different, so the passes we will need for both are likewise slightly different (note that the italicized section below is parallel for both BG and FG):
Turntables:
Mode. For the Static Background render Light selects should be set to "diffuse" essentially paralleling a Lighting pass (provided no SSS materials are present).
That is, the result of a Light Select set to "diffuse" is the same as a Total Light pass, meaning it has the SSS in the light but not in the shadow (the forward scatter). It should instead be the same as a Lighting pass and have and additional "SSS" dropdown option. Solution: Passes for BG & Layers for FG: Because of this we can use Light Select passes for our Static Background render (provided it does not use any SSS materials), but for our Animated Foreground renders we need to instead create Render Layers for any Light Selects. Compromise: Direct & Indirect Lights : Since Render Layers (as opposed to passes) add to the render time we want to minimize them. Therefore we divide the light into two types: direct and indirect. The direct light will be in the main FG render layer along with all of the passes listed above (including GI), and the indirect lights will be put in a render Layer named "bounce" with the following passes:
This means the for the BG all the lights are broken up into individual Light Selects (categorized in the comp into indirect and direct lights, while in the FG we restrict this to 2 passes: direct and indirect, as described above.
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