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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