compositing and alpha pass in beta 2.2

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kubo
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Tugpsx wrote:The chairs appear to be floating though.
...run an ambient occulusion pass, and use it as a multiplier in photoshop or Gimp
That would be nice, and yes it could be done either with the clay model or with all white materials. I'll try it some time later.
radiance wrote:awesome work :)
if i look at the final image i would'nt have been able to figure out it was a composition/render ;)

Radiance
Well that's actually thanks to you guys ;) it's too easy to make it look real, when I surf the gallery and wip forums I'm amazed at the quality of the renders, but I'm even more impressed when I see that I can achieve that too... hehehe
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kubo
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following Tugpsx advice I did an "occlusion" pass, actually a clay render of the model, add it as a multiplier to the final image, and I lower its intensity to match the shadows on the enviroment, the result is quite subtle, but I like it better, little and subtle details are what makes our "reality".
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clay pass, I do love the look of the models in clay mode, it's clean, like untouched snow... it's almost zen
clay pass, I do love the look of the models in clay mode, it's clean, like untouched snow... it's almost zen
final result, too bad I already sent the images, but the oclussion adds a nice touch
final result, too bad I already sent the images, but the oclussion adds a nice touch
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Tugpsx
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Nice, and you are right the subtle detail makes the difference between good and great.

a shadow pass would be nice, if we could only figure how to do them in octane, it would give a pop to the dept under the chairs.

I know you would like to keep this as pure of an Octane render as you can, but for the fun of it duplicate your layer and set it to soft light to see the rich detail. You may have to duplicate the base layer again and set it to screen to reduce vibrant colors.

I try to keep my Octane renders as raw as posible only adding logo or adjust curves if necessary.
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kubo
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Well, I'm sure Radiance could clarify it, but as far as I understand it, a directligh plus a white enviroment with clay model would be the closest to an oclussion pass , a pathtracing with an actual enviroment (or with a lower gamma to get a white background) or sun and clay model should be the shadow pass, so if we play with both we should get the two different passes. I'll try it out.
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madcoo
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Many thanks for this workflow tip, very useful!
;)
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mantra
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good job
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radiance
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I moved this topic (but left a shadow topic/clone here) to our resources forum as it's quite handy for people, and i often need to link to it to show people.

Radiance
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kubo
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You could leave it alltogether here, it was it's main purpouse to show the tip, and not so much the wip, so I probably missplaced it at post anyway.
I'm glad you guys find it useful.
Also, I'm glad that it'll render useless with the oncoming 2.3, you guys rock! ;)
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radiance
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also made it announcement so it's at the top of the forum and changed the title (so it's relevant to 2.2, which does'nt have an alpha channel yet)

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niedzwiedz
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is it possible to set up the clay rendering mode material to be pure black, not white ?
it would help me a lot with alpha pass
just click clay mode and change the enviroment to texture which is pure white
it would have no opacity but i would have correct black and white space.
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