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View Full Version : Questions about multipass / layered rendering for highend production?


joconnell
03-09-2003, 08:07 PM
Hi Folks,

One thing that's been bothering me over the past while is how lazy I've gotten as regards my render times - The place I work utilizes GI quite a bit and though we always meet deadlines I'd prefer to be using all sorts of cheap scanline hacks to achieve the reuslts instead with sub 10 minute a frame rendering times. Another thing is that beyond basic levels, dof and colour balancing I don't do much post on my 3d renders and when making changes the only thing I might do is a region rendered patch over an area to fix problems or make changes. I never do anything like render a diffuse / shaodw / specular / relfection / light pass for example and I'd prefer to be working far smarter than I am right at the moment.

So the main question is what type of workflow the higher end posters here go for in terms of how do you decide what passes you need and how do you utilize them in post to get the results you want? I'd also rather be far away from GI if possible and more into using cheats and hacks to replace GI lighting either for full 3d renders or for 3d elements being composited into live action footage. The type of approach that they're using in dvgarage is quite impressive (not even using raytracing) but they haven't responded about putting together more information on this type of area.

Also as an aside, there was a really interesting tutorial on faking GI using regular lights with a scene containing some gnomes by a window with sunlight pring in - anyone got a url for this?

Cheers,

John.

(P.s. I'm using 3dsmax 4.2 / 5 and flame / after effects for comping though I don't think this'll matter)

joconnell
03-11-2003, 10:52 AM
In case anyone is interested in the idea theres a few quite basic tutorials on Gnomon (http://www.thegnomonworkshop.com/tutorials/passes_layers/passes_layers.html), Jeremy Birn's 3d render (http://www.3drender.com/light/compositing/index.html), and DV garage (http://www.dvgarage.com/garage/a2d/tut/tutpast/tutpast_view/tutpast_view.php?tutdate=01_03_01&renders=0&projectfiles=no). I'd love to get together a sticky of cheats & hacks for production work if possible.

Cheers,

John (Regretting arguing with mauritius ;))

Antilles
03-15-2003, 02:57 AM
that cool fake GI tutorial was made by ila_Solomon, search for him and get his website, and its one of the lighting tutorials on that site. I like that tut too, its really good, taught me how to utilize negative light values for soft shadow areas and stuff...

on second thought, i could just get the url for you...
like this (http://207.219.13.92/ila_solomon/Tutorials/tut_adv_light_01.htm)

Nikos
03-15-2003, 05:26 PM
Where I'm right now, we try to get the camera motion approved at an early stage so that you can start splitting out different scene elements, such as background, foreground, characters, effects, etc, as soon as possible rather than leaving everything till the last minute.

As for deciding which channels to split up it depends which elements you think you might be able to fix in post rather than re-rendering them...

Depending on the scene, I sometimes make an ambient, key, fill, reflection and shadow pass, while on other occasions I just separate out the main elements if I'm absolutely sure that I don't have to do any last minute changes. :)

joconnell
03-15-2003, 05:27 PM
Antilles Thanks a million or that, I really appreciate it. Also I've bought the dv garage multi layer rendering lab so Hopefully I should have some more stuff to discuss soon.

Ah nikos - Just got in there while I was replying :) - So you normally just add, multiply or overlay all the different passes in after effects or similar? Great car image btw...

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