I am currently changing render engines, so studio workflow on the project will be different in the future. But the following was what I had in MentalRay:
Animation Passes (animated characters and props) Diffuse (colour, no shadows) Shadow+AO (shadow catchers and casters + Ambient Occlusion) Mask (block colours of the different elements I wanted from the other passes, this is more like a global pass) Animation Zdepth (a blank shader with a depth system for post applied DOF to save on render times and to help out with compositing) Grass Passess Diffuse Shadow+AO Midground Passes (scene props and scenery in actor area) Diffuse Shadow+AO Background Passes (background props and scenery) Diffuse Shadow+AO Zdepth (later to be composited with the Animation Zdepth for post DOF, also includes the Midground) 2D sphere background (a 2D texture rendered with a sphere projection in 3D space) That gave me some nice results and render times, due to foilage and AO and everything, I cut a 15-45 minute render to 5-15 minute render. I used other tricks to save on render times, but that's up to you. -Draise From: [email protected] To: [email protected] Subject: Re: Compositing Break down within Studios ? Date: Sat, 15 Jun 2013 23:28:04 -0700 CC: [email protected] i see what you guys did there! ;) *written with my thumbs On Jun 15, 2013, at 6:08 PM, Eric Thivierge <[email protected]> wrote: Yeah Steven would know best. On Jun 15, 2013 8:54 PM, "Guillaume Laforge" <[email protected]> wrote: I don't know personally, Steven Caron maybe ? On Sat, Jun 15, 2013 at 11:52 AM, Christopher <[email protected]> wrote: What are the types of passes/channels, most studios render out ? A little survey/research I'm curious to know :)

