f
f
Global SectionArticlesBookstoreDictionaryDownloadsDVDsEventsForumsGalleryJob ListingsNewsNewslettersSchools
 Advanced Search
USER: PASS:  Login  Register

Subscribe
Site Links
Home > Shake > Tutorials > General > Multipass Compositing > Page 1 Change background colorChange background colorChange background colorChange background color
Multipass Compositing
Tutorial by Tahl Niran
Login to add a Bookmark 0 votes for an average rating of 0.00

Updated:   12/18/05

Works on:    Irix  Windows  Linux  MacOS-X
Shake Versions:   2.x, 3.x, 4.x
Readership Level:   Basic
Owner:   beaker
Author Name:  Tahl Niran
Homepage:   http://www.tahlniran.com/

Multipass Rendering : Quick Tutorial
by Tahl Niran.

Introduction


Most people know that you can get the best results from outputting multiple passes from your 3d app and then tweaking these in 2d. What I have put together is a simple breakdown of a setup which will allow you a lot of control in compositing without the need to re-render. I have used a bunch of customised renders out of my 3d app (in this case using mental ray out of alias Maya). This is only a very basic look at building a look from 3d elements. Normally I would expect to use multiple versions of each pass with different treatments all layered to get the right look. But this tut will produce a result.

This is not a mathematically precise tut, more of a general description of shading maths. I plan to do a precise shader re-creation of a phong and a lambert shader in shake in a later tutorial so bare with me until then.



The Plates:

There are a lot passes here just to allow for more flexibility.

a pass showing diffuse shading and shadow as a grey scale. You could place the shadow on a separate pass.



a pass showing the scene reflected in the floor element
a pass showing the diffuse colour of the ball.
a pass showing the shadows cast by the character and the ball on the floor. The mans shadow is in the red channel and the balls shadow is in the green.


a pass showing the specularity of the ball element
a pass showing our less than inspiring background shader. I have just done a beauty pass for this element, dont hate me cos Im lazy !


a pass showing the scene reflected in the ball element
a depth map pass which was generated by using distance from camera and a ramp rather than any in-built depth utility, just so that it will anti- alias properly. However because I am stupid too it will need to be inverted in shake.


a pass showing the shadow of our character cast onto the ball. The shadow is mapped to the green channel




an ambient occlusion pass generated using the Dirtmap shader.
a pass showing the diffuse colour of the floor element


.




Continue Tutorial:  1 2 3 next page

Login to add a Bookmark 0 votes for an average rating of 0.00

Related Learning Tools
Shake Related DVDs



Shake: Effective Keying Techniques
Shake Related Books



Apple Pro Training Series : Shake 4
Global DVDs



Advanced Character Animation for Gamers

Top Rated Shake Tutorials

1. Kung Pow - Enter the Fist : A compositing confessional by John Lafauce Jr (08/25/05)
2. Z composite with IFF in Shake by Fredrik Averpil (12/18/05)
3. UV Map Now or UV Map Later by Joseph Francis (08/06/05)
4. Compositing Ambient Occlusion and channel based lighting. by Tahl Niran (08/25/05)
5. Multipass Compositing by Tahl Niran (12/18/05)


Related Tips


No Results to Display


More Tutorials by beaker

1. Compositing Ambient Occlusion and channel based lighting. by Tahl Niran (08/25/05)
2. Multipass Compositing by Tahl Niran (12/18/05)
3. Build a Keyer by Tahl Niran (08/11/05)
4. UV Map Now or UV Map Later by Joseph Francis (08/06/05)
5. Simple Set Extension in Shake by Tahl Niran (08/12/05)






Sponsors

Sponsor

Contact Us | Advertise | Post Jobs | Post News | Post Events | Terms