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Re: compositing and alpha pass
Posted: Sun May 16, 2010 3:24 pm
by kubo
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
Re: compositing and alpha pass
Posted: Sun May 16, 2010 9:51 pm
by kubo
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".
Re: compositing and alpha pass
Posted: Sun May 16, 2010 11:32 pm
by Tugpsx
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.
Re: compositing and alpha pass
Posted: Mon May 17, 2010 12:01 am
by kubo
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.
Re: compositing and alpha pass
Posted: Tue Jun 22, 2010 10:28 am
by madcoo
Many thanks for this workflow tip, very useful!

Re: compositing and alpha pass
Posted: Tue Jun 22, 2010 12:45 pm
by mantra
good job
Re: compositing and alpha pass
Posted: Wed Jul 07, 2010 10:17 am
by radiance
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
Re: compositing and alpha pass
Posted: Wed Jul 07, 2010 11:00 am
by kubo
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!

Re: compositing and alpha pass in beta 2.2
Posted: Wed Jul 07, 2010 11:52 am
by radiance
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)
Radiance
Re: compositing and alpha pass in beta 2.2
Posted: Mon Dec 27, 2010 2:41 pm
by niedzwiedz
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.