INFO PASSES
The Info Pass provides a view of the effects of the normals, UVs and geometric data provided in the scene. Many options here can help you in the compositing stage. For example, if you do not want to deal with the Render Layer Mask, you can get a render pass by selecting "MatID" or "ObjectID" here. and then extract and use this data in the compositing software. For example, to use MatID, you can extract each ID color using "EFX Render Elements" (which is a free plugin) in After Effects. So you get a result like layer mask.
Now let's explain the options:
信息通道
``信息传递''提供了场景中提供的法线,UV和几何数据的效果的视图。 这里的许多选项可以在合成阶段为您提供帮助。 例如,如果您不想处理“渲染层蒙版”,则可以通过在此处选择“ MatID”或“ ObjectID”来获得渲染通道。 然后在合成软件中提取并使用此数据。 例如,要使用MatID,您可以使用After Effects中的“ EFX Render Elements”(这是一个免费插件)提取每种ID颜色。 这样您会得到类似图层蒙版的结果。
现在,让我们解释一下这些选项:
Max. Samples:
Sets the maximum number of samples per pixel only for the info channels. This parameter is independent from the "max samples" in the Kernel Settings.
最高 采样:
仅为信息通道设置每个像素的最大采样数。 此参数与内核设置中的“最大采样数”无关。
samplIng mode:
This option has three sub-menus:
同步模式:
此选项包含三个子菜单:
Distrubuted Rays:
Option to show distributed ray tracing, i.e. if enabled, motion blur and DOF are sampled. This is enabled by default.
分散射线:
显示分布式光线跟踪的选项,即如果启用,则对运动模糊和景深进行采样。 默认情况下启用。
Non-Distrubuted with Pixel Filtering:
Removes any DOF or Motion Blur from the selected info channel using Pixel filtering. For clean output image.
像素过滤无分布:
使用像素过滤从选定的信息通道中删除任何景深或运动模糊。 以获得清晰的输出图像。
Non-Distrubuted without Pixel Filtering:
Removes any DOF or Motion Blur from the selected info channel without Pixel filtering. Jagged edges may appear in the picture.
不分发,不进行像素过滤:
在不进行像素过滤的情况下,从选定的信息通道中删除所有景深或运动模糊。 锯齿边缘可能出现在图片中。
Z-depth max:
It only becomes active when "Z-depth" type is selected. Determines the maximum depth of Z-depth info channel type as shown in the picture below.
Z深度最大值:
仅在选择“ Z深度”类型时,它才处于活动状态。 确定Z深度信息通道类型的最大深度,如下图所示。
UV max:
It only becomes active when "UV" type is selected. Sets the maximum value that can be shown for the texture UV coordinates.
最大紫外线
仅在选择“ UV”类型时,它才激活。设置纹理UV坐标可以显示的最大值。
max speed:
It only becomes active when "Motion Vector" type is selected. Speed mapped to the maximum intensity in the motion vector channel. A value of 1 means a maximum movement of 1 screen width in the shutter interval.
最大速度:
仅在选择“运动矢量”类型时,它才处于活动状态。速度映射到运动矢量通道中的最大强度。值为1表示在快门间隔内最大移动1屏幕宽度。
AO dIstance:
Controls the distance of the ambient occlusion shadowing spread. This setting should be adjusted in order to achieve realistic results depending on the scale of the objects in the scene. For example a small value is more appropriate for small objects such as toys and larger values for an object such as a house.
AO位置:
控制环境遮挡阴影散布的距离。为了达到逼真的效果,应根据场景中对象的比例调整此设置。例如,较小的值更适合诸如玩具之类的小物体,而较大的值则适合于诸如房屋之类的物体。
render out proper z-depth pass
Since one of the most used Pass type is Z-Depth, let's give a brief description of it. What you need to consider when taking a Z-Depth pass is that whether it's Tonemap or Linear. If you are getting a Z-Depth pass, then you'll use it for compositing for DOF effect (or depth compositing). If you choose tonemap, you get the same result as Live Viewer and render according to it. If you choose linear, you will see a much different result than LV, and you may need to extract this information when doing Comp. For example, you can use the "Extractor" effect in After Effects.
The following two diagrams show both the Linear and Tonemapped workflow for Z-Depth Pass output. In fact, these 2 diagrams are valid for all passes, not only for Z-Depth. Please remember them at the end of your work.
渲染适当的z深度传递
由于最常用的Pass类型之一是Z-Depth,因此让我们对其进行简要说明。进行Z深度传递时,需要考虑的是Tonemap还是Linear。如果您获得Z深度通过,则将其用于合成DOF效果(或深度合成)。如果选择色调图,您将获得与Live Viewer相同的结果并根据其进行渲染。如果选择线性,则将看到与LV截然不同的结果,并且在执行Comp时可能需要提取此信息。例如,您可以在After Effects中使用“提取器”效果。
以下两个图显示了“ Z深度通过”输出的“线性”和“色调映射”工作流。实际上,这两个图不仅对Z深度有效,而且对所有遍均有效。请在工作结束时记住它们。
Finally, never use 8-bit and get rid of it forever, for both 3D and comp. Do not choose jpg, png or targa formats as a Render output. Such formats can not store extra data (except Alpha). Do not forget that EXR is your best friend both your final render and the compositing. After the comp stage, a final touch, you may use 8-bit format again.
On the other hand, the writer of these lines believes that the effects, such as DOF or Blur, should be done in 3D. Any blur or DOF made in the Comp never reaches a 3D quality. If you do not mind the time, do it in 3D and compare the result. The difference in quality is like the difference between black and white.
最后,无论是3D还是comp,都不要使用8位并永久删除它。不要选择jpg,png或targa格式作为渲染输出。这种格式不能存储额外的数据(Alpha除外)。不要忘记EXR是最终渲染和合成的最佳朋友。压缩阶段结束后,您可以再次使用8位格式。
另一方面,这些线条的作者认为应使用3D来完成诸如DOF或Blur之类的效果。 Comp中进行的任何模糊或景深都无法达到3D品质。如果您不介意时间,请以3D方式进行处理并比较结果。质量上的差异就像黑白之间的差异一样。
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