I worked on the backgrounds for the exterior shots today, creating a chimney stacked industrial feel to the background and adding some more factory building blocks as added geometry to the piece. After that I tested the z-depth fake pass to try the blurring. Note this is not using the standard mental ray z-depth but a material with a distance falloff in the diffuse and self illumination set to 1090. The reason for this is to allow for opacity, such as the leaves and character hair. It is a bit of a work around and takes a lot longer to set up (assigning it to each material rather than one go) but renders much quicker and again allow for opacity.
Anyhow where s the renders for the night, the interior also has the zdepth pass in the top right.
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