Maya 2012. 5. 3. 19:48

Render pass.

R, G, B pass.

http://cglighting.blogspot.com/2009/10/how-to-render-rgb-mattes-in-maya.html


Maya 랜더패스셋팅.


http://blog.naver.com/PostView.nhn?blogId=ddigini&logNo=10044699946&redirect=Dlog&widgetTypeCall=true


패스의 종류를 한눈에 볼수있는 곳.

http://gscept.com/index.php/site/Soldier_MakingOf/


A. Diffuse pass. Rendered with Lambert material and only the directional light active

B. Indirect pass. Rendered with Lambert material and Hdri + Final gather

C. SSS back pass. SSS shader broken into pieces. This showing only the bottom layer.

D. SSS subdermal pass. Middle layer of the SSS shader.

E. SSS epidermal pass. Final SSS layer. This layer is on top of the other SSS layers.

F. Color pass. Only flat color. You can achieve this by using a surface shader.

G. Specular pass.

H. Reflection pass. Use in combination with the facing ratio pass (I) to get nice subtle reflections

I. Facing ratio pass. Highlights everything on your model that’s facing away from the camera. Can be used in combination 

with several other passes.

J. AO pass. Ambient occlusion to get shadow in difficult places. And more contact against the ground.

L. Depth pass. Based on the luminance of the image you can fake a DOF effect in post.

M. Normal pass. A very cool pass that can be used to relight your model in post.


강좌.





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