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Confused about multi-pass rendering workflow and speeding up renders with it
show user profile  xcloudx
Hi, i was wondering if you guys could give me a little advice on multi-pass rendering. I am a little confused how to go about it in a projects workflow.

What i'm confused about is does rendering a specific pass still take as long as a full on render? and how do i incorporate these separate passes into a flatiron baked scene? or a static image?

I was thinking that baking my static scene into textures with max or flatiron would speed up renders, but then how do i go about getting a pass for the scene with animated shadows and reflections being received from characters moving around in it? And would doing it this way save me rendering time and GI flicker?
I'm just generally confused what is the best way to approach multi-passing a scene to get the best possible render time and final result.

It would greatly help if you could also tell me your workflow in how you do it in a scene with moving characters and cameras.

Thanks
read 758 times
9/18/2011 12:04:40 PM (last edit: 9/18/2011 12:04:40 PM)
show user profile  mike_renouf
I'd love to get the same info! Been using mentalray for sometime now and I've checked out all the tutorials I could find but I can't seem to render individual passes without the whole 'beauty pass'.




read 739 times
9/18/2011 1:26:55 PM (last edit: 9/18/2011 1:26:55 PM)
show user profile  Reality Man
multi pass rendering was never intended to speed things up....use baked maps for that.


multi pass just gives you a shitload of control in your compositing program like AE/Nuke/Fusion etc.

you can tweak shadows and spec and even the beauty pass and all sorts of color correcting/blurs and add grain etc etc etc.

if it's just a still image you can just use Photoshop for the same things.

ideally,you don't wanna spend hours re-rendering to get that 'perfect' render......you wanna make it look good in your 3D program and then sweeten it up in post.

this link explains it best:
http://greyscalegorilla.com/blog/2010/10/the-importance-of-compositing-a-layer-by-layer-breakdown-in-after-effects/

read 729 times
9/18/2011 3:20:27 PM (last edit: 9/18/2011 3:26:39 PM)
show user profile  Mr_Stabby
old school pass fishing for certain elements and such (for control not speed as said) is pretty much in history now, i suggest you look into what autodesk can do with the exr format

read 722 times
9/18/2011 3:34:13 PM (last edit: 9/18/2011 3:34:13 PM)
show user profile  khamski
my 2 rubles http://forums.cgsociety.org/showthread.php?t=456966



read 705 times
9/18/2011 9:37:11 PM (last edit: 9/18/2011 9:37:23 PM)
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