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Multipass Compositing
Multipass Compositing
Deke Kincaid, updated 2005-12-18 02:35:14 UTC 65,617 views  Rating:
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Stacking the layers:

This next step is pretty easy as you are just putting one layer over another based on depth.

20. Select the switchMatte you made in step 6, the one attached to our man element, and create a layer=>over node. Connect the switchMatte on the ball element to the background input of this node.


21. Select this over node and create another over node. Connect the switchMatte attatched to the floor into the background input of this node.


22. Now make another over node and connect bg_colour into the background input of this node.

Scene is basically composited now. But lets push on and add a few more details to polish it a little.



A few extras:

I am have used the �dirtmap� shader to produced an ambient occlusion pass. Multiplying the composited image by this pass will add in a bit of extra shading and radiant shadowing and generally pretty up the scene.

mr Shader :

https://animus.brinkster.net/stuff/plg_dirtmap/plg_dirtmap.html

maya compile :

https://www.impresszio.hu/szabolcs/MentalRay/DirtmapMayaFiles.htm

I also will add a bit of forced depth-of-field using a depth pass output from my 3d app. This d.o.f. is not physically accurate but I will append a few nodes on it to allow you to tweak it as required and finally feeding this into an iMult node. Have a read through the manual to see some of the limitations of this technique.

23. Select this new over node and create a layer=>iMult.

24. Select scene_ao and create a reorder. Set the channels to �rgbr� and connect this into the background input of the iMult.


A bit of ambient occlusion to impress your friends and astound you enemies !

25. Select manDepth and create a color=>invert node. This is just to fix up my laziness in rendering.

26. With the invert selected create a reorder node and set its channels to �rbgr�. Now create a colour=>contrastLum shader. You will use this node to tweak your dof once you have hooked up the iBlur.

27. Create an filter=>iBlur node now connect the iMult node to the img input of the iBlur node. Connect the contrastLum to the controlImg input of the iBlur node.

You can now set the iBlur value to something nominal like 10 pixels.

I have tweaked the values of the contrastLum node to the following to simulate dof, these are just nominal values. Tweak till you are happy.


There you have it !