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If you're unfamiliar with multi-pass compositing, it can be hard to know which passes to add. We're in Chapter12_05.c4d here, and I'm going to show you how to look at the different passes and make decisions about what would be useful. So we're going to go into the render settings first of all, so go to render edit render settings, and under multi pass you have three options at the top to add image layers, which will all of the image best passes.
Or you can go into multi pass again and say add material passes and that's going to add everything those materials. Or you can go in and you say add all and basically what we'll do is add all of the passes to your render. And once you've got them all in there you can go into the picture viewer and just have a look at them all. Now some of them will be useful, some of them will not, and I'll talk you through some of them here.
You've got atmosphere so you'll notice that the lights for the eyes are included there, so you might be able to do something with those in after effects. Atmosphere, multiply, not really getting anything from that, or refraction. Reflection, definitely useful, ambient inclusion, also useful. We can boost that in After Effects. There's no global illumination on here, so it's empty, we don't need that. Similarly, caustics, we're not really getting any benefit from having that in this project.
Ambient. Shadow, Specular, Diffuse, all very useful. Now, then we have illumination. I would output that as well. Allows you to lighten or darken the scene. And we have Motion Vector, not applicable here. We have Material UVW and Material Normal. UVW is a coordinate system that allows you to map pictures onto irregular surfaces if you like. Basically it uses UVW as the coordinates instead of RGB.
And it's a way of just mapping points onto surfaces so that textures stay in place. Were not really going to make use of that here so were not going to output it. But if your interested in UVW Mapping, I really recommend that you look at a plug in by revision effects called Remap, which allows you to remap textures in after effects using UVW Mapping. So were not going to use those here, but then you got material specular colour. Material specular, material environment.
And if you're really starting to think well, what is that giving me, well go up to the slider for a pastie and just adjust the slider. And really if that's not doing much in terms of how its contributing to the final result. Then you might question whether it's useful. 'Kay. Material Reflection. We're not going to use any of these material ones in this project, but it is useful to output these material passes if you want to make adjustments to basic materials rather than objects. We're going to use object buffers instead.
But if you want to have a look at these I would recommend going through the online help as a starting point. Also if you want more information on multi-pass composting there are other tutorials available online. If you do a search on lynda.com, you'll find more tutorials on Multi-Pass Compositing. So, once you've experimented a bit in the picture viewer, played around with the sliders, also maybe tried out different blending modes to see what results they give you.
Then you can make an informed decision about which passes you want, and which you don't want. I'm going to undo those, and I'm just going to add a few manually. I'm going to add Ambient Occlusion, because I want that. I'm going to add depth, because I want to adjust the depth in post production. And I'm going to add specular. So those are the only ones I really want to use in post production for this particular project.
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