“Passes,” a.k.a. node-based rendering pipelines, are where the computers conspire to remind you that they really are digital computers, and that, to them, your “beautiful images” really are just enormous files of binary data.
Setting your sights firmly upon your “final output,” which is (say…) “a great big matrix of (R,G,B) tuples,” your objective is to systematically explore all of the possible ways that you can get there.
Each of the various data sources that you are working with contain (when mapped into an X,Y,Z coordinate space…) probably many channels of information in addition to R, G, and B. But in any case, they can supply these channels of information, somehow, in terms of such a coordinate-space. In the end, (say…) only “R, G, and B” will make it to the final digital output.
The rendering node-network is literally a data flow diagram of how the various data sources that you have available to you “flow down-stream” to arrive at the final destination of “a frame.” And… the world truly is your oyster. The potential for creativity is unlimited.
So how and where do you start? Learn the alphabet. One by one, look at what all of the possible channels of information are. (R, G, B, Alpha, ZDepth, specularity, you name it…) Then, separately, consider what all of the possible rendering-nodes that are available in your software can do … what they take as inputs, what they can produce as outputs, and what “knobs” they have. If your software allows third-party nodes to be added, do some “surfing” to see what’s out there.
Also, a thought question … “gee! I wonder why this-or-that feature was included in this program?” Why, indeed.
Even though every mainstream 3D program is different, all of their authors are going to SIGGRAPH every year.
Drinkin’ the same drinks and dreamin’ the same ideas. “What were they thinking? And why?”