Multipass
Rendering Surface Setup For Lightwave 7.5(and Maya)
Below
is a table outlining the setup for each surface for each separate
render pass. In many situations, these may be changed to suit
individual projects. For instance, you may want to do more than
one specular passone with higher and lower gloss settings.
You may want to make more than one Grunge pass. You can also
make separate passes for reflections with separate maps. Using
a sharp reflection map and then a blurred one will work well.
Attribute
Pass
|
RGB
|
Luminance
|
Diffuse
|
Specular
|
Reflection
|
Bump
|
Lights
|
After
Effects Mode
|
Diffuse
|
Yes
|
None
|
Yes
|
None
|
None
|
Yes
|
Shadows
Off
|
Difference
(with Shadows pass)
|
Shadows
|
Pure
White
|
None
|
100%
|
None
|
None
|
None*
|
Shadows
On
|
Use
With Diffuse
|
Specular
|
Yes
|
None
|
0%
|
Yes
|
None
|
Yes
|
Shadows
Off
|
Screen
(Top Layer)
|
Grunge
|
Yes
|
Map
or Shader
|
0%
|
None
|
None
|
None
|
All
Off
|
Use
as Matte
|
Glows
|
Yes
|
Yes
|
Yes
|
None
|
None
|
None
|
All
Off
|
Screen
|
Lights
|
Yes
|
None
|
0%
|
None
|
None
|
None
|
Shadows
Off
|
Screen(Top
Layer)
|
Reflections
|
Yes
|
None
|
0%
|
None
|
Yes
|
Yes
|
Shadows
Off
|
Overlay,
Screen, Normal all work
|
Color
|
Yes
|
100%
|
0%
|
None
|
None
|
None
|
All
Off
|
Color
|
Attenuation**
|
Yes
|
Shader
LD_Fresnel
|
0%
|
None
|
None
|
Yes
|
All
Off
|
Use
as Matte
|
Attenuation
2
|
Pure
White
|
None
|
100%
|
None
|
None
|
Yes
|
Camera***
|
Use
as Matte
|
Highlight****
|
Yes
|
None
|
Yes
|
None
|
None
|
Yes
|
One
at a Time
|
Screen
|
Occlusion*****
|
Yes
|
None
|
0%
|
None
|
100%
with White Backdrop
|
Yes
|
All
Off
|
Use
as Matte for reflection passes
|
For
Lights I list three possible states here: Shadows
Off, All Off and Shadows On. Shadows off means
the lights will have a brightness value and will effect each
surface. All off means NO light at allall brightness values
equal zero. Shadows On means we render with either "Trace
Shadows" enabled or with shadow maps per spotlight or both.
*Shadows
could be done with bump turned on in some situations. The idea
is that you use the separate Shadow pass and Diffuse pass renderings
together in Photoshop or After Effects with Difference as the
Layer mode to isolate the shadows. Once the shadows are extracted,
use multiply to darken underlying layers.
For
Reflections its often a good idea to use reflection maps
as opposed to ray-traced reflections. If you can, render with
"Ray Trace Reflections" off. In some situationslike
a vase reflecting on a marble tableyou'll need to use
ray traced reflections.
**Attenuation
lets you make an attribute fall off at a certain rate, based
on angle of incidence. Attenuation is a pass that will later
serve as a layer mask for a specific attribute. In After Effects
select the layer you want to attenuate and under "Effect"
choose "Channel" and "Set Matte." Take the
Matte from the Attenuation pass, and use "Luminance"
for Matte. You can also experiment with Inverting the Attenuation
pass or using Curves on it to control exactly how it falls off
and how fast.
***Attenuation
2 works like the above, but we use a single light to make
this pass work. The Light is in the same place as the Camera.
The only reason you might use this method is when you don't
have LD_Fresnel, or Gradients in Lightwave[6]
****Highlight
works like the Diffuse pass, but in this case, we do it one
light at a time, so that later we can experiment with varying
the influence of each.
*****Occlusion
lets you keep reflections from showing up where they really
wouldn't be in reality. Set "Ray Recursion Limit"
to 1 and make all surfaces be zero diffuse. Make
the background be white and render with "Trace Reflections"
On. This pass will act as a layer mask and knock out the reflections
where they wouldn't show up.
In
addition to the above, the Grunge pass can be done with
grunge maps and shaders at the same time. Usually Cubic Mapping
works best for Grunge maps. Deciding which grunge map is right
for a certain job isn't really as much a science as some of
the other topics covered here are...usually whatever looks and
feels right for the job will work best.
Some
surface attributes like Pure White or Attenuation and even some
Grunge passes may be saved as surface files so that you can
build libraries and reuse later. Remember that these surface
descriptions may depend on images and shaders, so be sure to
include those as you move projects from place to place.