Nuke and Vray passes

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  11 November 2012
Nuke and Vray passes

Hey everyone!!

So I'm playing around with the PLE of Nuke to try and get a hang of it, as well as to see what it's all about. I was wondering, for an animation I'm working on I'm using Vray Render Elements and saving them out as 16bit multichannel EXR's (I can't afford the space a 32bit takes up).

One end of my question is this, which are the best elements that I should be selecting? Which benefits more, a raw pass or a regular, such as rawShadow versus Shadow, or rawGI vs GI. The main passes I'm going for are: Diffuse, GI, Shadow, Reflection, Refraction, Lighting, AO (vrayDirt), Velocity, and zDepth. Are there any other ones I should consider?

The other part is, is there anything I can do in Nuke to tweak or enhance my GI pass to make it less grainy or am I restricted to the actual render settings in Vray?

Thanks,
Andy!!
 
  11 November 2012
Originally Posted by DudeAndy:
The other part is, is there anything I can do in Nuke to tweak or enhance my GI pass to make it less grainy or am I restricted to the actual render settings in Vray?


didnt try this myself but it looks promising:


http://juvano.com/Deflickering-with-Velocity-Pass
 
  01 January 2013
Lightbulb Introduction to Multi-Pass Compositing

This article may also help:
http://vfxpedia.com/index.php?title...ining_3D_Passes
 
  02 February 2013
16bit openEXR should be fine, we use that all the time.

If you just want to create a beauty with the base elements, the passes I use are:

Lighting
Reflection
Specular
Refraction

And if I have this in my scene:

SSS
Self illumination
GI

Just create a merge node (M), and set it to plus.

If you want to recreate the light with light selects, remember to disable lighting and specular.
 
  02 February 2013
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