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#F0001- How to composite render passes in eyeon Fusion ? #



Instructor : Pradeep Mamgain

In this tutorial we will take CG passes from 3D Application, Maya in this case and composite them inside of eyeon fusion. Composting is the art of combining multiple images into a unified final scene. All professional productions are rendered in multiple layers or passes and finished though compositing.When you render in passes, you render different attribute of an image separately such as color, shadow, specularity, reflection, contact shadows and depth. It gives you precise control over the different aspects of your scene. Once you render the passes in given 3D application, you can bring them into the composting software like Fusion, Shake or After Effects and generate a quite nice result after fine tuning the passes.

#Final Output (FLV File, Hover mouse to Get Playback controls)


#Flow

We have used following passes in this tutorial.
Diffuse Pass Diffuse  Pass Normal Pass
occlusion  Pass Reflection  Pass Reflection Pass



Occlusion Pass Ambient  Pass Shadows Pass
Geometry Mask Geometry  Pass specular pass
Flow View
eyeon Fusion Flow
Now we assume that you have basic knowledge of Fusion. Download the project files and create new composition. Import all the passes to the flow. Start with merging (Mode Normal) cube diffuse with floor diffuse. Merge ambient pass with the merge you just created. Set mode of new merge to Color Dodge or screen what ever works best for you, set opacity to 47%.

Diffuse PassAmbient PassPasses
Now merge shadow pass with the output of the merge. Set opacity of the new merge to 80%. If shadows are too sharp for your taste you can always add blur node in between to soften the shadows.
Shadow Pass PassesShadow Pass
Now merge Normal pass. Normal pass is very vital when you want to interactively change the lighting or mood of your scene. We will use a special technique to achieve this result. Highlights are best seen in a black and white image. So we will use Color Space tool to convert our scene to B/W and then use couple of color corrector nodes to change the mood. We will also use a Brightness/Contrast tool to enhance the effect of the highlights.



Add a Color Space tool between the Normal Pass node and merge node and click on the B W button.Notice that in color space tool we have three sliders for BW Red, BW Green and BW Blue, these sliders determine the dominance of the channel in luminance of the image. Make one channel dominant the get max out of the image. We have done red in this case. Anchor red channel slider to the extreme right.

Normal Pass Normal PassNormal Pass
Since we have changed dominance channel to red. It would be good we change color of the normal pass to red. For this add a CC tool. In its option Anchor Master Green Gain and Master Green Blue channels to extreme left. This will change image into red.

Normal PassNormal PassNormal Pass
Now to boost the highlights either add a BC tool or CC tool between the merge and color space. We have added a CC tool and increased its Master RGB gain. Also set its color to of your choice, we have given it blue. Now finally it comes to changing the highlights interactively. For this add a CC tool after the normal pass and just play with the Master Hue saturation, voila, now you can change highlights interactively. Set blend slider to 70% and mode to Multiply.
Normal Pass Normal PassNormal Pass
Merge Normal pass with the output of the normal merge. Set opacity to 77% and mode to Multiply. Occlusion pass is also known as dirt pass and very useful in caching the contact shadows.

Occlusion Pass Occlusion PassOcclusion Pass
Now add floor reflection pass, it is the reflection of the floor on the cubes. Set mode to screen. You can always add a BC node whenever you need more reflection or specularity. Now add cube reflection pass and set its mode to color dodge or screen. You would notice that there are some overlapping highlights. This is the place where geometry mattes or cut mattes come into play.

Occlusion Pass Reflection PassReflection Pass
Pipe in white matte floor pass into the blue mask input of the merge and now our image is nice. Now add specular pass and set mode to screen.

Reflection Pass Reflection PassReflection Pass

Now finally add luminance depth pass at the end of the last merge. Set mode to multiply. Play with the blend settings to get result of your choice. Luminance channel is also used with Deep Pixel categories that we will discuss in later tutorials. New tuts in pipeline are AE version of this tut and tutorial on deep pixel categories tools. We have come to end of the tutorial.



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#Other Info

#Discuss in Forums # Other Fusion Tutorials # Adobe After Effects Version of this tutorial
# Detail Render Passes Info # Brightness/Contrast Tool # Color Space Tool
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