View Full Version : global illumination in layer
bertrand
11-14-2006, 10:53 AM
Well. I have noticed an attribut override in layer after shadow beauty ect that is global illumination.
So the question is is that possible to render global illumination as a separate layer.
I try it and it don t work so it s may be a delelopper joke?
bert
fireantz
11-14-2006, 05:42 PM
yo, glad to see someone love layer passes..
i love render passes. it fast n flexible.
here is my latest technique test , still got problem on reflection . sigh..
But don't know is it the way u wan. hope this help. sorry about my english.
http://img221.imageshack.us/img221/9425/mrayvsvrayallha7.jpg
DIfuss passes: no gi fg. all maya 's shader phong n blinn. USe 2ambient light.
fg passes : pure white DGS.
normal : i m not sure how to use that. But in my piece, i use as color correct between xyz -xyz.
someone pls tell me if know how to use normal in comp.
blitzmaya
03-28-2007, 09:53 PM
Wow, nice breakdown fireantz. I'm still trying to figure how to use layer renderings. Beginner at it, I suppose its very simple cause all you do is hook up the light to each layer and render...correct? Do you apply the objects to the same layer as the lights are in or seperate?
How did you get that tub to look purely white?
Bertrand, I would think you hook up the shader material to the layer and render with gi checked in beauty.
Toaster
03-29-2007, 08:15 AM
Good fast render times fireantz! Can you explain a little more about how you used the normal pass in your composite?
tuuhia
03-29-2007, 08:40 PM
yep agree with Toaster...how do you use the normal map to correct the color? and why not using ambient occlusion pass instead of your "FG with full white DGS pass? (i think it's more faster)...it's a really interesting render layer technic you use...
man3d
04-04-2007, 05:38 AM
please have you project Maya for demo
dnovotny
04-19-2007, 07:15 PM
I haven't done it, but I read about it a long time ago, the normal map is used with seperate lighting passes. If you notice red is all coming from one direction, green from a different, and blue from a yet different. So if you match any of the colors in your compositing application, you have a mask that allows you to change the intensity, color, almost any attributes of the lighting without going back into 3D. You can apply 3 different lights to a single normal map I think. I will look if I can see where I read about it in the past and will repost.
*Edit: I had two different things mixed up, please disregard my response.
andreas bauer has a nice clear video explaining how to use normal maps in shake, with a variety of plugins and macros. click 'tutorials', then '2d lighting using normal renders':
http://homepage.mac.com/bauer/portfolio.html
controller7
01-04-2008, 04:08 PM
yo, glad to see someone love layer passes..
i love render passes. it fast n flexible.
here is my latest technique test , still got problem on reflection . sigh..
But don't know is it the way u wan. hope this help. sorry about my english.
http://img221.imageshack.us/img221/9425/mrayvsvrayallha7.jpg
DIfuss passes: no gi fg. all maya 's shader phong n blinn. USe 2ambient light.
fg passes : pure white DGS.
normal : i m not sure how to use that. But in my piece, i use as color correct between xyz -xyz.
someone pls tell me if know how to use normal in comp.
I think that maybe you should credit the Evermotion team for the scene and all of the textures. It is a max scene using Vray in the archinteriors set vol. 1 - scene number 7. Come to think of it, I just did it for you! ;)
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