|04-05-2013, 02:53 AM||#1|
Join Date: Feb 2004
Vray workflow question.
Lately my boss came up with an idea for compositing template. His main idea is as follow.
1) Diffuse + occlusion as base. Also SSS if needed.
2) is the pass the lighters work on. Pretty much rendering out -only- raw light passes with nothing else so the lighter can work faster without having to compute what's already in (1)
I'm wondering what's everyone thought on this workflow?
My boss showed us some feature animation composite example using this technique. However I'm still not convinced that it's the best use of Vray's power - I believe Vray materials wouldn't show their full potential unless you let lights interact with their real colors. Not to mention SSS are tied to each light I'm not even sure how to separate that pass from lighting. Probably even trickier with motion blur.
|04-06-2013, 10:03 PM||#2|
Join Date: Aug 2004
You're going to be fighting noise like mad on that type of workflow.
Before you start down that road, render out a sequence and then compare:
lighting vs (rawlighting * diffuse)
reflection vs (rawreflection * reflectionfilter)
gi vs (rawgi * diffuse)
And do this in both "bright" and "dark" scenes.
Also, baking occlusion into your diffuse pass might seem like a good idea, but you're basically breaking energy conservation and getting away from one of the biggest benefits of physically plausible renderers like VRay.
If you're rendering toonish/stylized stuff it may be fine, but if you're going for realism you might want to look into balancing your fill lighting or turning off stuff like lightcache that flatten everything out and make the scene go low-contrast.
|04-07-2013, 03:36 AM||#3|
Character modeling, Lighting, Compositing
Los Angeles, United States
I'd check the Vray forums
http://www.chaosgroup.com/forums/vbulletin/forum.php (you may need to log in)
Vlado may mention that the irrad pass samples are driven by specific materials.. hence bad results with a workflow like that.
|04-07-2013, 03:36 AM||#4|
Join Date: Sep 2003
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