Visual Effects
Sunday, 4 November 2012
3d Render Pass
1.Diffuse Pass : A diffuse pass is the full-color rendering of your subject, including diffuse illumination, color, and texture, but not including reflections, highlights,
 or shadows, which will be rendered as separate passes. Because a 
diffuse pass includes the diffuse illumination from lights, surfaces are
 shaded brighter where they face a light source and darker where they 
face away from a light source
2.Lighting Pass: A lighting pass is an optional part of 
multipass rendering that adds a great deal of flexibility and control to
 the compositing process. Instead of rendering a beauty pass all at 
once, you could instead render multiple lighting passes
 3.Reflection Pass: A reflection pass can include 
self-reflections, reflections of other objects, or reflections of the 
surrounding environment. Often you need to render several reflection 
passes, especially if you want to isolate raytraced reflections on 
different objects
 4.Shadow Pass: A shadow pass is a rendering that shows the locations of shadows in a scene.
In scenes with overlapping shadows, it is important 
to keep the different shadows separated when rendering shadow passes, so
 that you can control their appearance, color, and softness separately 
during the composite.
5.Z-Depth Pass: A depth pass (also called Z-depth or a depth map) stores depth information at each point in your scene. A depth pass is an array of values, measuring the distance from the camera to the closest subject rendered at each pixel.
This type of pass gives you added control over 
tinting and processing the more distant parts of the scene differently 
from the foreground. It's especially effective for larger outdoor 
scenes. 
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