This is my setup for testing renders:
- I have a Sphere with an item mask applied to the shader tree and it’s own shader within the group.
-castshadows/visible to reflection/refraction turned off
-Diffuse on the material is turned up to 130%
2)Environment color blue with a very high value (almost white)
-visible to camera turned off
3)1 photometric light behind the character’s shoulder
-quite far from character
-intensity turned up rediculously high (around 5000)
4)1 photometric light facing down/right onto the character
-close to character
-medium intensity (around 50)
*What I really like the most about IES lights is that their fallof is really predictable.
This naturally gives me a very high value render, but the AO pass let’s me see fine details and this simple set up allows me to get a high contrast for WIP posts so that you guys can spot flaws easily too 








