![]() ![]() Youll notice that the layers have different blend modes and opacity settings. These are the raw renders from the separate passes that I set up.īack Light: The light shining from behind the character, not casting shadows. You dont need to mimic my set-up exactly, but I recommend using at least one shadow casting light and a fill. The fill light is a distant light shining from the right of camera to simulate light that might be reflected from a wall. I would suggest starting with a simple scene like this, until you grasp the principles involved, and then move on to more complex scenes later on. ![]() ![]() Im going to use a pretty simple scene of Victoria 3, with hair and a swimsuit. You can do this on a per object basis, rendering separate passes for each item in the scene, or just render different passes for the entire scene. This means splitting your scene up so that you render the key light only in one pass, fill light in another pass, reflections in another pass and so on. Multi-pass rendering is the process of separating individual elements of your renders into different passes. Read the information presented on the linked page to better understand the significance of this fact. ![]()
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