This gives a nice highlight along edges, such as the left hip, arm and shoulders, and really helps to pull the character out of the background.This page exists within the Old ArtZone Wiki section of this site.
Read the information presented on the linked page to better understand the significance of this fact. Multi-pass rendering is the process of separating individual elements of your renders into different passes. This means splitting your scene up so that you render the key light only in one pass, fill light in another pass, reflections in another pass and so on. You can do this on a per object basis, rendering separate passes for each item in the scene, or just render different passes for the entire scene. Im going to use a pretty simple scene of Victoria 3, with hair and a swimsuit. I would suggest starting with a simple scene like this, until you grasp the principles involved, and then move on to more complex scenes later on. Driver installer ricohThe fill light is a distant light shining from the right of camera to simulate light that might be reflected from a wall. Changing dmg to imgYou dont need to mimic my set-up exactly, but I recommend using at least one shadow casting light and a fill. These are the raw renders from the separate passes that I set up. They are. ![]() Back Light: The light shining from behind the character, not casting shadows. Youll notice that the layers have different blend modes and opacity settings. ![]() Now lets put the image together one layer at a time and address some specific issues. I wanted separate control of the swimsuit specularity and reflections, so I removed the reflection map and all highlight settings from the suit. The blend mode for this layer is Normal, as it is the first one above the background landscape layer. Make sure you save your renders as tifs, so that you get an alpha channel with them. You will need the alpha channel at least for this layer, so that you can remove the background and allow any underlying layers (in this case, the blurred landscape) to be visible. This is the key light and fill light rendered together, with no shadows being cast. Cammy Suit Daz Studio Skin On VictoriaIf you turn it off youll notice the skin on Victoria gets much paler. The skin texture Im using here is quite pale anyway, so I use this layer to give it a bit more punch in the final composite. ![]() I set my fill light to 25 intensity, so with this layer we can have shadow fill ranging from 0-25, depending on the layer opacity setting.
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