Tutorial: Light Passes in OcDS
Posted: Fri Dec 04, 2015 7:57 am
Just randomly testing what works. No issues detected with Light Passes.
The idea of light passes is to assign your lights in the scene to different layers with different "Light Pass IDs".
In postproduction you can then adjust after rendering how strong each pass should affect your final composition.
- - -
You will find the official tutorial about Light Passes in OR standalone here:
viewtopic.php?f=51&t=44350
In general check out the official tutorial section to read up on OR features:
viewforum.php?f=51
But sometimes it is a bit tricky to figure out how those features are implemented in OcDS.
Therefore:
- - -
A quick look at
Light Passes in OcDS:
You set the Light Pass ID in the Emission options of your light emitting diffuse material.
By default all lights are added to Light Pass ID 1.
You can manually assign lights to other Light Pass IDs to render them out on a separate layer.
Currently you can add your lights to any of eight different light passes.
Just assigning a light emitter to a Light Pass ID in the emission material options will not yet activate rendering of the pass.
In the OcDS Viewport in the tab "Render Passes" you will have to toggle on the Light Pass to activate rendering of the selected passes.
You can preview how each light pass looks like by clicking on the green L1 - L2 button on top of the OcDS viewport. In general all activated render passes are rendered simultaneously.
Export all your selected render passes
Composite your render passes in photshop with layer mode "Linear Dodge - Add"
The cool thing about rendering out Light passes is that you can change how strong each light should affect the scene AFTER you finished rendering by adjusting light strength in post production.
In this example the Light Pass 2 was dimmed down by reducing the layer opacity in photoshop down to 25%.
Of course you can also use masks in photoshop to get more control which areas of the image should receive more or less light.
- - -
Added Light Passes.duf test scene as .zip
Happy rendering!
The idea of light passes is to assign your lights in the scene to different layers with different "Light Pass IDs".
In postproduction you can then adjust after rendering how strong each pass should affect your final composition.
- - -
You will find the official tutorial about Light Passes in OR standalone here:
viewtopic.php?f=51&t=44350
In general check out the official tutorial section to read up on OR features:
viewforum.php?f=51
But sometimes it is a bit tricky to figure out how those features are implemented in OcDS.
Therefore:
- - -
A quick look at
Light Passes in OcDS:
You set the Light Pass ID in the Emission options of your light emitting diffuse material.
By default all lights are added to Light Pass ID 1.
You can manually assign lights to other Light Pass IDs to render them out on a separate layer.
Currently you can add your lights to any of eight different light passes.
Just assigning a light emitter to a Light Pass ID in the emission material options will not yet activate rendering of the pass.
In the OcDS Viewport in the tab "Render Passes" you will have to toggle on the Light Pass to activate rendering of the selected passes.
You can preview how each light pass looks like by clicking on the green L1 - L2 button on top of the OcDS viewport. In general all activated render passes are rendered simultaneously.
Export all your selected render passes
Composite your render passes in photshop with layer mode "Linear Dodge - Add"
The cool thing about rendering out Light passes is that you can change how strong each light should affect the scene AFTER you finished rendering by adjusting light strength in post production.
In this example the Light Pass 2 was dimmed down by reducing the layer opacity in photoshop down to 25%.
Of course you can also use masks in photoshop to get more control which areas of the image should receive more or less light.
- - -
Added Light Passes.duf test scene as .zip
Happy rendering!