View Full Version : "Multi-Pass" Rendering Issue?
SNYPERL1TE 01-06-2009, 08:43 PM I am trying to configure my render settings to get the most realistic looking model even if it takes a long time to render. I still dont totally understand the "Channels" options under the Multi-Pass settings but was told to use RGBA Image and an Object Buffer. I wasn't told why these were to be used so I am still unsure as to what they add, or any of the Channels for that matter. My real question is when I do add these channel options and then Render to picture viewer, I get these weird circular render marks randomly placed around in the model. Some are hard to see, but others really take away from the overall look. When I turn the Channels off, it doesn't seem to have this problem?
Can anyone explain why this would happen or lead me in the right direction to learn more about channels and what they actually mean?
Thanks,
-Travis
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Hi, as for Object buffers, you can put a compositing tag on a mesh and assign an object buffer ID. Then in the render settings, select that ID for an object buffer and it will render an alpha channel for that or any others you have assigned.
Not sure of the other issue you are having, but I haven't upgraded to 11 yet.
-Jim
SNYPERL1TE
01-06-2009, 09:25 PM
Thanks Jim,
I am starting to understand it a little more...I tryed what you said and then saved the image as a PSD file, is this correct in order to isolate the object buffer layers in photoshop? Lets say I didn't want to mess around with post photoshop work too much and simply wanted the best quality rendered image from Cinema in one swoop, what kind of settings would i need for this? Would i even mess around with the multi pass options at all? Thanks,
-Travis
thorn3d
01-06-2009, 09:38 PM
Speaking generally, if you want the best possible render and don't care about the render time... jack all the AA up to the highest levels, and use insanely high settings for GI, shadows, etc.
That's not much help... but there's no 1-2-3 step answer for what you're asking. Getting the "best quality image" from any 3D application is a matter of materials, lighting, and modeling technique. In other words: if your modeling isn't that great, your lighting is blown out, your materials are too specular and plastic - nothing in the render settings is going to save you.
thorn
SNYPERL1TE
01-06-2009, 09:49 PM
Thanks Thorn,
For some reason I had the idea in my head that if you had some "special" setting, it would take much longer to render, but it would turn out looking real high quality. Your explination makes sense and I am going to just focus on my lighting and materials for more specific effects. There seems to be a lot to this program I still dont quite understand, but hopefully these posts will help.
_Travis
dann_stubbs
01-06-2009, 10:38 PM
Speaking generally, if you want the best possible render and don't care about the render time... jack all the AA up to the highest levels, and use insanely high settings for GI, shadows, etc.
That's not much help... but there's no 1-2-3 step answer for what you're asking. Getting the "best quality image" from any 3D application is a matter of materials, lighting, and modeling technique. In other words: if your modeling isn't that great, your lighting is blown out, your materials are too specular and plastic - nothing in the render settings is going to save you.
thorn
hey long time no see thorn,
dann
mleitner
01-07-2009, 02:21 AM
I looked at your image in the CGPortfolio. If you are asking for the best render settings for a 3D still image similar to your portfolio image, I would keep the default render settings. They are just fine, maybe enhance the antialiasing in your last render. (If you use Global Illumination the story is different.)
To improve the realistic look of your models you have to work on material texturing, specular highlights, reflection, and the correct lighting (and shadows) and environment.
Your question about multipass files is a completely separate thing. That's just to get a file you can efficiently post-produce in Photoshop. First, if you just add a RGBA image you gain nothing, this is just the plain rendered image. Use the "All image layers" preset to get all the important layers for post-processing (e.g. Shadows, Reflections, etc..) Depending on what you need, I also frequently add the Ambient Occlusion Layer and Depth layer. All these layers may be confusing at first, but you eventually have to understand their interaction to effectively post-process an image.
Object buffers are important if you want to edit single objects in your scene with Photoshop. They will act as alpha channels in Photoshop and allow to edit just the single objects. But you have to define the objects with object buffer tags. I would look at the C4D help system to understand the object buffers. If you don't define the object buffers you don't gain anything by adding the object buffer channels in the render settings.
SNYPERL1TE
01-07-2009, 03:31 PM
Thanks mleitner,
you are making it all more clear to me for sure. I did have one more question regarding the object buffers and channels...Is it possible to save your model with just a shadow layer or just a reflection layer, or is that essentially what the channels are doing for you anyway? This could be very useful if you wanted to adjust only the shadows later in photoshop, etc...
Thanks mleitner,
you are making it all more clear to me for sure. I did have one more question regarding the object buffers and channels...Is it possible to save your model with just a shadow layer or just a reflection layer, or is that essentially what the channels are doing for you anyway? This could be very useful if you wanted to adjust only the shadows later in photoshop, etc...
Be sure to enable separate passes for lights, this will allow you alot of flexibility in PS when adjusting light intensity and shadows. Sometimes, if I render something and one side is a little too dark, I'll dupe that light in PS and lower the opacity.
-Jim
SNYPERL1TE
01-07-2009, 04:02 PM
Ok, i will give that a try, i find that many times a side of my building is really dark and I needed to add an aditional light or lights with no shadows or visibility to balance out the look, even if there wouldn't be a light source from that side. One example is if I just want a bright day shot, my Infinite light will cast some sides almost pure black even if i turn the shadow density down, in which case i start adding additional lights to balance it out. Maybe using this method would help tone lights down where needed in PS.
Thanks for all your help!
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