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Baking & Passes

Posted: Thu Oct 20, 2016 6:22 pm
by limeforce
Hey!

I'm having trouble figuring out how to comp separate lighting contributions together to achieve the same result as the beauty pass. Maybe not Houdini specific, but still perhaps affected by the plugin terminology. So if I have a simple scene with a daylight env and two objects with different diffuse materials and I save out all diffuse passes (diffuse, diffuse direct, diffuse indirect, diffuse filter + environment) what is the correct way (in Photoshop) to get a result that matches the beauty pass? Seems like whichever combo of blend modes I try I can't get it right.

Related to baking because eventually I want to be able to reconstruct my scene in a game engine.

Re: Baking & Passes

Posted: Thu Oct 20, 2016 6:33 pm
by limeforce
Mmkay, first mistake: I was saving out 8-bit PNGs. The correct format to use is EXR (not tonemapped), right? And when bringing in to PS pre-mult alpha unchecked and Gamma 1?

Re: Baking & Passes

Posted: Thu Oct 20, 2016 6:33 pm
by juanjgon
In the docs there are some information that can be useful to know how the passes work:
https://docs.otoy.com/manuals/products/ ... er-passes/

Also in the standalone docs you have some information:
https://docs.otoy.com/manuals/products/ ... er-passes/

You have also the Phtoshop compositing extension feature, that can be enabled also in the Houdini plugin:
https://docs.otoy.com/manuals/products/ ... toshop-cc/

Hope this helps.

Thanks,
-Juanjo

Re: Baking & Passes

Posted: Thu Oct 20, 2016 6:49 pm
by limeforce
Alright, after reading the Photoshop Plugin docs and messing with the "Setup OctaneRender Render Layers" script I've got a matching result. I think this will be enough info to figure out the rest of the pipeline. Thanks for responsiveness once again!

Re: Baking & Passes

Posted: Thu Oct 20, 2016 7:47 pm
by limeforce
Yay! :) At some point I'll figure out rounded edge baking too, now I need some sleep.