Question about MEATS VIDEO RECAP: composite post process
First of all i would be thank's to all guy for show this tutorial.
I've bought DVD Gnomon about Meats, i'm looking but i can't find about the composite in photoshop.... then, i open a thread about the video of Meats:There is someone which understand better than me english language:
I'm looking for the best way to increase the quality in Photoshop using the multipass thechnique; in the normal software you can split an image in more layer(for the shadow,occlusion, for the specularity......)
At the end of video Meats show some steps about composing in Photoshop.: Grab an alpha Import in photoshop
.....and i can't able to follow
If someone can do this, very appreciated.
Bye
Leo
I guess thus:at first, to distinguish two kinds of circumstances,1, one object 2.Several object in the scene,
The first circumstance,you don't need to consider layers, you need render spectively three kinds of result***65292; 1 ***65292;best render ***65288;final material and texture***65289;, notice***65306;you must turn off the shadow,2, change material to a basic material, open the shadow, don't use the texture, render...
3.Grab the whole document, get the depth pass( z- depth)
The second circumstance,at first***65292;you need to use the mark for every object within each layers, and practise what u planning before
in the end***65292;you will output several photos and adjust them in ps***12290;
I think the techniques shown by Meats and TVeyes in his thread are quite different.
Forgetting about layers for the meantime to make it less confusing, it looks to me like Meats does several separate renders in ZB and then exports each render separately to Photoshop, where he combines them together.
In the video he shows two such renders:
1. A render that includes shadows and is in greyscale (no texture or coloured material).
2. A colour render - the red one. You'll notice that this one doesn't have shadows, which I guess means he rendered it using a different light setup from the shadow render. Meats mentions in the video something like this one has a more even lighting. If you are looking for something similar, I think Aurick or Pix once posted a light setup for use in TextureMaster that would burn away most shadows.
The third thing Meats uses is an alpha of his image that includes zdepth information. You should be able to get this using the MRGBZ grabber tool and then exporting the resulting alpha. You can use this alpha in Photoshop as an alpha channel/selection/mask for manipulating the image.
Meats also mentioned doing ambient occlusion renders but didn't show one; don't know how you would do this (maybe play with diffuse properties of the materials?).
None of this would require you to bake the render. You could simply do each render and then export the zdocuments
(TVeyes' technique involves partially baking the render and then changing settings (e.g. light, materials) before rendering the document again, all within ZB.)
Hi all thx for reply.
I know how obtein with a 3d soft a multipass: is automatic with some plug in.....
I try to do this in Zbrush.
Bonecradle has catch the topic I have a scene render( call this scene 1) in material mode (no Shadow). this is the normal situation, very quickly to obtein. i have the same scene render (scene 2) in best mode (with shadow) very slowly. i Have an alpha MRGBRZ in black and white, to use in photoshop like a mask I need compose the scene 1 material render with the scene 2 grayscale with shadow.Normally to do this you have a layer call OCCLUSION MAP (it's show only the shadow)and blend this with setting modality: OVERLAY or SCREEN (now i don't remember)
In Zbrush you obtein no an occlusion map, but a greyscale map. Maybe in this moment ican't try because i'm at work, you need use the greyscale render(without material, only shadow) and play with the levels command in Photoshop and blend this with the other layer with only material, blend and see when is work.
Probably is a dirty way an hybrid , but if work this can save a lot of time.
Bye
Leo
To make an ambient occlusion pass (or at least something close), I color everthing in the scene pure white with a material that has the diffuse, specularity, and ambient properties turned to zero, and the Occluded Ambient channel set to something like .9 . Render in best mode. You don't even need to have any lights on in the scene.
Not perfect, but it works nicely for darkening edges and depressions. I then multiply this pass on top of the color, adjusting levels for best look.
I also do occllusion passes with a white fast shader and several lights coming from every direction. Each lights have shadows, only the depressed areas keep the shadow (because the light fills in everywhere else). I sometimes use both, or none...
If you want the material, you can down load it in this thread.
Also, here is a porcelain stlyed material that makes heavy use of ambient occlusion. You do need lights for this one, it is a double shader, and to work correctly it needs a light source.
A few thoughts.
First and foremost, my personal thanks to all of you
for taking time out of your day, to respond and to help.
Second, my congratulations to Mr. Meier, if this is some of what you
do to get the images you produce, you will not have too many
worries about copycats.
Third and most important, can any of you say:"ambient occlusion, occluded
ambient channel" three times fast?
Again my thanks as I fade into an ignorant stupor.