Saturday, January 12, 2013

Rendered Using BPR/Photoshop with Yiannis Tyropolis






AMBIENT LIGHTING- OCCLUSION: I use the Flat Material with BPR AO and very high settings so I a very smooth ambient shading. When you use this pass as an occlusion you don't need to have so much detail but I don't use it like that.
KEY LIGHT - Basic Material with one light with relatively hard shadows, no specular on Material and no Ambient on the Light Palette. Shadow Strength to 1.

FILL- BOUNCE LIGHT
- Like the Key Light with softer shadows
 
REFLECTION - I used this for specular highlights, I think the material is HDRI_SKIN MATERIAL(of course it's not HDR) but any material with an image mapped would do. No shadows no Occlusion. The same direction of light like the Key

FRESNEL PASS
 - This the Fresnel Overlay Material. When I was setting up the passes I didn't know there was a material like that. As I was exploring I noticed that . You could do that differently, but this is by far the easiest .Very handy. no shadows or AO
 

DEPTH
 - self- explanatory
COLOR - Flat Color Mat. There you have your polypainting or textures
CHANNEL MATTES
 - Flat Color Mat. There you polypaint- fill your separate subtools with 100% blue, green, red color so you can separate them in post.
MASK- self- explanatory
BACK SCATTERING - I used a similar setup like the default shader on the SSS demoSoldier. I turn off the non SSS materials, No Shadows or Ao. I used the default position for the backlight. The settings change by the scale and resolution* of the image 
FRONT SCATTERING - Same Settings like Back Scattering but I used the direction of the Keylight.

The Document bkg is set to black or white depending on whether you Multiply, Add or Screen.
 

Compositing made with Shake and the workflow is similar in all node based Apps (Fusion, Nuke, etc) Does anybody care for the Node Tree?
 
I'm replicating the comp in PS so it's more convenient for most users to explain. You can have identical results.










about the comp...

A
 is the Upper Hiera
rchy, a Masks group, a diffuseLighting groupspec Reflection group, an SSS group and a Fresnel group, you can see the blending modes.



B is the middle hierarchy

Masks - these are all the masks of the different objects .With the ChannelsA/B/C you can separate every object, for example if you combine the green channel of the Channel Matte A an the green channel of the Channel Matte B you have the shirt.

Diffuse Lighting -
 these are the most important groups. You can control the lighting ratio by changing their opacity.
Spec Reflection - these control the different specular reflectivity of every object.
SubsurfaceScattering- you can see the objects that have this effect, by the name of the groups, every object has different intensity.

Fresnel - these groups control the different diffuse lighting reflection at the edges of the objects. You can see the color correction at the top of the hierarchy, that changes the hue, the same for every object.



C. is the lower hierarchy. every object masked.
Diffuse Lighting Subgroup - every group the contains the equivalent Light pass,multiplied by the Color pass, if there is color Balance adjustment layer is to control the hue of the light itself, like changing the color in the ZB Lights sub palette (It's not supported by BPR).
Spec Reflection Subgroup - every group contains the Reflection pass multiplied by the Ambient Lighting- occlusion pass.
SubsurfaceScattering Subgroup - every group contains the Front Scattering pass color corrected(color balance) screened by the BackScattering pass. Gamma corrected(levels) and intensity corrected( layer opacity).
Fresnel Subgroup - every group contains the Fresnel pass multiplied by the Ambient Lighting- occlusion pass

I 'd like to point, that renders with Sss, Ao, and Shadow need to change when you Scale-Frame the tool in a document, so whenever you change resolution and framing you have to change settings. Also the subpixel quality varies the result beside the antialising.
*whenever you don't see a blending mode, means it's the same as above

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