Introduction


 

 

  • This lesson will discuss the process of compositing advanced V-Ray Render Elements
  • This information centers around compositing Raw Render Elements in what is called an “Advanced Back to Beauty” composite
  • The lesson topic is approximately 40 minutes in length and follows closely with the example scene/render made available
  • Lesson covers all 3 Learning Cycles for the Lesson Topic – Lecture, Demonstration, and Activity

Contents


Overview
Available Materials
Lecture
Demonstration                                  
Activity                                                                                                               
 


Overview


 

Objective – We will composite the advanced Render Elements and use them to create a final composite in NUKE                   

Outcome – You will understand how to composite multiple advanced render passes/elements back together to produce a professionally composited final image

 

Available materials


To set up the lesson follow the links below and download all available materials.

Lesson plan download
Presentation (Lecture) download
Demonstration tutorial download                                                                                    

Scenes & Assets download


Lecture


1. Separate the multi-channel EXR into individual nodes

  • Use a Read node to bring the Raw_Render_Elements_Beauty.exr into your Node Graph
  • Shuffle out the different passes, like the Background Render Element from the Read node to have shuffle nodes for all the rendered element passes
  • It’s good practice to name your Shuffle and/or Read nodes to help keep things straight when there’s multiple Shuffle nodes in the Node Graph
  • If you rendered in separate files and not multi-channel EXR, you do not need to use the Shuffle node, but instead will have separate Read nodes to bring in each element’s image file(s)

 

 

Background Render Element

 

 

2. Assemble the Light pass in your Composite


  • Using the appropriate Shuffle or Read nodes, Multiply the Diffuse and Raw Lighting together to create the same result as the basic Lighting Render Element
    • Having these nodes separated out before combining them together means they can be adjusted/manipulated before creating the Lighting Render Element
  • Make sure that the standard Lighting Render Element is included in the render of the scene along with Raw Lighting, for proper calculation of the passes

 

Diffuse Render Element                                 x

Raw Lighting Render Element                               =

Lighting Render Element

 

3. Assembling the Indirect Illumination in your Composite


  • Use the Diffuse and Raw GI Render Elements from their respective Shuffle or Read nodes
  • Multiplying Diffuse and Raw GI together creates the same result as the GI Render Element
    • Having these nodes separated out before combining them together means they can be adjusted/manipulated before creating the GI Render Element
  • Make sure the standard GI Render Element is also included in the scene’s render along with the Raw GI element

 

Diffuse Render Element                                 x

Raw GI Render Element                               =

GI Render Element


4. Assembling the Reflections


  • Use the Raw Reflection and Reflection Filter Render Elements
    • The Raw Reflection gives a 100% strong reflection for all reflective surfaces in the scene, despite the amount of reflection set in the shader
    • The Reflection Filter sets how much of the reflection is supposed to come through
  • Multiplying them together creates the same result as the basic Reflection Render Element
    • Having these nodes separated out before combining them together means they can be adjusted/manipulated before creating the Reflection Render Element
  • Make sure the standard Reflection Render Element is included in the scene’s render along with the Raw Reflection and Reflection Filter elements

 

Raw Reflection Render Element                             x

Reflection Filter Render Element                      =

Reflection Render Elements


5. Assembling the Refractions


  • Use the Raw Refraction and Refraction Filter Render Elements
  • Multiplying them together creates the same result as the basic Refraction Render Element
    • Having these nodes separated out before combining them together means they can be adjusted/manipulated before creating the Refraction Render Element
  • Make sure the standard Refraction Render Element is included in the scene’s render along with the Raw Refraction and Refraction Filter

 

Raw Refraction Render Element                            x

Refraction Filter Render Element                            =

Refraction Render Elements

 

6. Adding the loose ends


  • The Atmosphere, Background, and Specular Render Elements all get added to the composite, but don’t have advanced/raw versions
  • They can be manipulated and combined into the composite at any point in the process
  • Other passes that would need to be added to the comp if they are present in your scene/renders are Subsurface Scattering and Self Illumination

 

Atmosphere Render Element                           +

Background Render Element                           +

Specular Render Element


7. The Advanced Composite


  • Each Render Element that is shuffled out of the EXR render allows room for additional manipulations added to the composite to tweak the final result

 

 

8. Tips


  • The effect of any pass can be reduced by adding a Grade node and lowering the Gain amount
  • When merging two render elements together, use the Mix amount to adjust the blending
  • Each render element layer can be color corrected independently
  • Try turning the opacity of the GI layer down to 30% and changing its color slightly using a Color Correction node to affect the light quality of the scene    

 

 

Original Render

Tweaks to Advanced passes in comp

 

 

 


Demonstration



Time to see it work!

Watch while I demonstrate how to composite the render elements together to create our Beauty pass in Nuke.

 

                      

 


Activity



Time to do it yourself!

Use the provided EXR render to build this composite in NUKE

 

 

 

Dialing in the right settings

  • Grade node added to Raw GI
  • Color Correction node added to Lighting node
  • Color Correction node added to GI node
  • Color Correction node added to Spec node
  • Color Correction node added to envFog node
  • Grade node added to Raw Reflection node