Below are some more images showing a screenshot of some of the passes that were created. Also I will give examples of some render layers and what they contribute to the render and why we rendered them.
Each pass has to be placed within the layer we want and then some of them will then be place within a contribution pass. the image below shows the ReceptionExtra Lights contribution pass and the 3 Passes that are within that.
Here is an example of the reception's Ambient Occlusion I created for shot0180. In total there are 34 passes created for shot0180. It added up to be around 30 render layers. Ambient Occlusion is a great render pass as it gives us all the contain shadows and areas of details that some render don't pick up. Also this layer offers great control in comp.
Another example of a render layer from shot0180. This is the depth map which is used to create depth within in nuke. Giving us the chance to say whats in and out of focus.
Final example of one of the render layers I created is the shadow layer. We had to do this for many of the objects as we want to be able to control these as much as we can as if we change the light we want to be able to adapt the shadows to match it.
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