../.. I am still not clear on how you achieved multi-pass rendering in iClone. Would you mind giving us some more details on how you achieved this? Thanks!../..
../.. multi-pass as in rendering as in layers and compositing ?
Yes indeed, sorry, I should have been more explicit on the procedure.
I've rendered several times the same scene/animation, but each time I change the 'appearence' of what's on screen to get specific information per render ( pass ). Then the passes are loaded in a compositing software ( this can be done in Blender, for instance ) and assembled in a specific way to obtain the final image.
Here is a little animation showing the involved passes ( I did not show the transparent surfaces though, that has to be treated separately, but I guess you'll get the idea ):
This is a technic largely used in production ( vfx, commercials, 3d animation movies, etc.. ) wich gives a lot of flexibility. You can for instance, re-render only the 'Albedo' passe if you are unhappy with your textures, then composite again. Re-rendering this pass is extremely quick as no lighting is involved. You can also add an unlimited number of 'Lighting' passes to overcome the 4 shadowed lights limitation in iClone, etc..
Here I only used a few passes, but I plan to add more for local lighting near some visible light sources. The 'Ambient Lighting' uses IBL, albeit IBL can also be used for main lighting ( without shadows though ).
The color coded lighting pass deserves some explanation I guess : With 3 lights in your scene that overlap somhow, it is very convenient to color code each light, one red, one green, one blue. This way, in the compositing software, you can separate the three ( by extracting each color component ) and adjust them independently ( level, color, .. ) but you only have to render once. This is an old production trick as well.
If you have more questions, don't hesitate.
guy rabiller | GOETZIWOOD STUDIOS
"N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.
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