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We had a look earlier, at how you can isolate individual elements from your render using layers. You can also use multi-pass to do that, using something called object buffers, that we set up earlier in this tutorial. Cineware reads object buffers and you can use those object buffers to create mattes, to isolate individual elements from the render. We're going to do that here, within chapter 12_04.aep, and in there if you select. Chapter 12.07 dot C4D and hit Cmd+D or Ctrl+D in Windows to open it up in Cinema 4D Lite and here you see my scene.
I'm just going to zoom in on this Perspective view for a second. I'm just going to show you the Render Settings quickly. In my Render Settings I have chosen an Atmosphere pass, a Diffuse pass, Shadow, Reflection, Specular and then I've created an object buffer. In channel one called OB Diffuse. And basically what I've added to that are all of the elements. All of the solid elements, if you like, in my scene. Except for the shadow catcher, because I don't want the shadow catcher to be rendered.
So I'm creating an object buffer which will select everything except the shadow catcher. So if we jump back to After Effects, the way we're going to do it is just by double-clicking the Cineware effect and we need to be in Standard Final mode because we want to see our reflections here. I usually click No pre-calculation, that helps speed things up a little bit. So let's go down to Cinema 4D Multi-Pass and click on that.
I'm going to define multi-passes because I've already chosen them in Cinema 4D and click Add Image Layers. Okay, it gives me a message saying includes post effects. Please note that they will not be rendered. Just a little polite reminder that you won't see any post effects rendered. Now, when it renders, first of all, everything else behind our composite is obliterated. And if we look through we can figure out why. If I solo this layer here you'll see.
This is my matte that I created or object buffer that I created that includes all the robots and the text, but not the shadow catcher so what I am going to do is I am going to use this as a matte for this layer and this layer is only diffuse color basically. So if I use this one, as a matte I can cut out all of the areas that are black and keep all the areas that are light. So in order to do that I need to move the ob diffuse object buffer.
It stands for object buffer diffuse above diffuse. And then all I need to do is, in my Track Map menu, choose Luma Matte and then choose the object diffuse layer. If we switch off all the other layers, it's basically just creating a matte based on the black mite values. Any pixels that are black in the OB Diffuse Object Buffer will make pixels in the Diffuse Layer transparent. Any areas that are white in the OB Diffuse Object Buffer Layer will make the pixels opaque.
So that way we can create transparency by using that as a track mat, and then I can put footage on behind it. So basically we have the basic color. And then, on top of that, we just add these other passes. So we've got specular, and specular is added with Add mode, you can see it there. Shadows, shadows are applied with multiply mode. You can apply shadows to our characters Reflections are applied with add mode and atmosphere is also applied with add mode.
And now I can go through it and make adjustments to any of those if I want, if I want to reduce the shadows, for example, I could just dial that down a little bit. And just lighten up the shadowy areas, just a touch, to maybe take that to 85%. Okay. I could also reduce the amount of specular highlights. Come in here and just make an adjustment to that so it's not quite as bright. So, again about 85% for that. And the nice thing is, if we have a look at the floor, you can see that the floor is now composited on the building top, rather than being a kind of flat layer on top.
So, a nice way of creating an object buffer which allows you to create areas of transparency with your multi-pass renders.
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