View Full Version : direct irradiance pass in 2009?

11 November 2009, 12:28 AM
I was wondering how this pass is used for comping. When i use diffuse and indirect passes together in my NUKE comp, the lighting result matches the RBG exactly. I tried to add the direct lighting (which i can see is just the direct light in the scene) but then blows it all out. How and why is this pass used/needed? maya 2009..


11 November 2009, 11:43 AM
I use this pass for cuting occlusion from direct illuminated areas.

11 November 2009, 09:05 PM
I think it might be for if you are comping on a ambient color pass that has no lighting info. I have run into the same issue, it is not intuitive that the diffuse pass does not include the indirect lighting but does include the direct lighting.

11 November 2009, 09:58 PM
yea, after some playing around and research, it seems the

diffuse pass = direct irradiance + material color

I guess if wanted to separate those out for more control....

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11 November 2009, 09:58 PM
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