|11-26-2012, 09:26 PM||#1|
Join Date: Nov 2011
Nuke and Vray passes
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?
|11-27-2012, 11:05 AM||#2|
Join Date: Sep 2009
didnt try this myself but it looks promising:
|01-21-2013, 05:23 PM||#3|
Join Date: Jun 2008
Introduction to Multi-Pass Compositing
This article may also help:
|02-01-2013, 10:35 AM||#4|
Join Date: Jul 2008
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:
And if I have this in my scene:
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.
|02-01-2013, 10:35 AM||#5|
Join Date: Sep 2003
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