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 :)




                                          

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