Catch Render Test (Shot 32) from Sarah Talbot on Vimeo.
In my previous test, I was working with with a fairly simple setup in which I had one character, one texture and no background. I found the method I used was successful, but the next challenge was to account for scenes with multiple objects which each have a separate texture.
As I set up the render, I decided to use a variety of passes to aid in compositing overlays of textures, which I create in photoshop, and achieve the desired effect, breaking them down as follows:
1. Albedo Pass
This pass is what I consider basic beauty pass for the film. All the objects are shaded simply with a surface shader of their base color. The shaders also include any "non-static" texture patterns, such as the freckles on the character. I have decided to separate shadows and highlights from this pass, unlike a standard "beauty pass", since separating these elements into their own passes will give me greater flexibility in how I decide use them in the final composite. |
4. Sub ID Mask Pass
Similar to the Character ID mask, I further assigned surface shaders to specific objects (the character's clothes) which I want to fully mask out. Having these masks solves my specific problem of allowing different patterns to show through wherever the characters clothes are in the shot. |
With all the different passes rendered, I began the composite in After Effects.