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Blender Archviz: Render Passes | Part 48 |

chocofur · 1,465 words · 7 min read

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0:00in this video we are going to discuss

0:02render passes and how you can use them

0:04to enhance your image so to preview the

0:06render passes you already know about the

0:08cryptomat

0:10but here you can see our

0:12node looks much more complex and we have

0:15all of those different inputs we can

0:17enable them the same way as cryptomats

0:20so we go to the passes here

0:22light

0:23and you can see i've included all of

0:26those render passes in my rendering we

0:29don't have to do this but i just want

0:32you to know

0:33how some of them look like

0:35here within the data we also have

0:37separate uh

0:39a bit different render passes but i'm

0:41not going to discuss them these are

0:43way more advanced and we don't need them

0:45for regular architectural visualization

0:49so what are those render passes well

0:52each one of them

0:53includes a set of specific information

0:57about our rendering let's say the shadow

0:59pass

1:00consists

1:02the color information about the shadows

1:05caused by the lights in our scene

1:08the diffuse direct path for example if

1:11we zoom in you can see this shortened

1:13name div deer

1:15um includes information about the

1:18shadows plus the light that was cast by

1:21the lamps to our scene so you can see

1:23those

1:24highlights plus the shadows

1:27diffuse indirect

1:29tells us about the light

1:31bounced around the scene

1:34uh the glossy direct

1:37well this is a pretty interesting pass

1:40it gives us information about the light

1:43being reflected but

1:45it's a direct light reflection so those

1:48white highlights you can see here and

1:51here

1:51uh this is the actual light source being

1:54visible

1:55uh in the reflection

1:57but here for example the glossy indirect

2:01gives us information about the

2:02environment reflected in the materials

2:05so for example you can see the table

2:06reflections here in the concrete floor

2:09uh the refrigerator reflection but you

2:12don't get much of this

2:14highlight being visible in this bus so

2:17these are actually two passes that i'm

2:19using most often

2:21and

2:22in the further part of this video i will

2:25show you how to extract those passes

2:28from blender and how to combine them in

2:30photoshop

2:32before we do that similar as with the

2:34cryptomat

2:35if we restart blender right now we will

2:38lose all of this result and we would

2:40have to re-render the image to have

2:42access to all of those passes so in

2:45order to avoid that we simply have to

2:48save our image

2:51as an open xr file so let's go to the

2:54render output

2:56press shift s

2:58go to the png sorry go to the file

3:01format choose open xr multi-layer not

3:04the regular one

3:06and let's just save our file so right

3:09now if we open a new blender instance we

3:11can just import the file there and we

3:14will have

3:15access to all of the renderer passes

3:17again

3:19so let's open a fresh blender file go

3:21straight to the compositing enable nodes

3:25press shift a

3:26input and let's choose an image and

3:29let's find the rendering we just saved

3:33once you load the rendering in case

3:36you're not seeing the render passes

3:38simply click here and choose view layer

3:42so now we can see the whole set

3:44from the original blend file let's just

3:47reconnect

3:48those inputs and let's add

3:51a viewer

3:53viewer yes output node

3:57reconnect

3:58our main image and go to the full screen

4:02and the first render pass we want to

4:04extract is the shadow one and you can

4:07already see we have those page black

4:09areas within this so this is not

4:12desirable and we would like to get rid

4:14of them and this is where the cryptomat

4:16passes become super handy because we can

4:19simply point click out of those areas

4:22from our results so

4:24let's add a cryptomat

4:26pass here

4:27let's connect the inputs so shadow here

4:30as an image

4:32cryptomat zero

4:34one

4:35and

4:36two

4:38let's now copy this viewer node

4:42see the preview

4:43and let's now see the pick

4:45so i'm gonna click this eyedropper

4:48select this glossy

4:50glossy sorry glass surface here

4:53now this material

4:56and these two materials let's

4:59quickly see the result right now so you

5:02can see the result we have is inverted

5:06let's

5:07add a color and

5:09invert

5:11node here let's connect the matte as

5:13color

5:15um

5:18and yeah let's reconnect color as alpha

5:20so we want to use this matte input here

5:23as an alpha channel as you can see this

5:25is what we are getting so we have to

5:27invert the result using this node

5:30and yeah this is our output so you still

5:33we can still see we need to include

5:36those

5:37bulbs plus this window element plus

5:40those spot lamps so let's

5:43now do this

5:45let's actually copy this viewer node

5:48reconnect it here

5:51and let's enhance our selection so i'm

5:54adding those two areas

5:57and

5:59these two materials i'm pressing alt v

6:02to zoom in

6:04and alt middle mouse button to pan

6:06around

6:08so let's also add this circle

6:12and now when we

6:15preview the area i think

6:18we've included everything let's double

6:21check that

6:22yeah so i can see this transparency

6:25um yeah so basically

6:29that's it as for the

6:31shadow pass sorry that the image jumps

6:34like that but i'm trying to zoom out

6:38so yeah you can see this is our shadow

6:40pass output

6:42now if we want to save it as an image

6:45let's exit the full screen view let's go

6:48to the rendering here and as a render

6:51result let's choose the viewer node so

6:53every viewer node you have selected

6:55within the compositor

6:57instantly becomes the render output so

7:00i'm going to press shift s

7:02and save this output as we can use 8 or

7:0516 bits let's do 16

7:07and save it as a shadow pass

7:11now the other render path i would like

7:13to extrude from the image is the ambient

7:16occlusion

7:18and here even though we don't have this

7:20glass material areas black i would still

7:24like to exclude them from this pass

7:27because we don't need let's say this

7:29shadow on our glass so i can probably

7:33just reconnect it to this cryptomat node

7:36setup we already had

7:38and yeah when i click on the viewer node

7:40you can see

7:41the result is as we want it so let's go

7:45to the rendering and let's save this

7:47output as well

7:48next goes the glossy direct pass so

7:52let's see how it looks like so i'm

7:54actually pretty happy with the general

7:56look of this pass it has a lot of dark

7:59areas but we will exclude them from

8:03our rendering using a special mix method

8:06what i really don't like is this white

8:09square here which is uh an area lamp

8:12visible so would be great if we could

8:14disable just the windows from this

8:17render pass

8:18let me reconnect it

8:21and let's see

8:23the mask

8:24so you can see we actually

8:27just

8:28need this area to be transparent let's

8:30then remove everything from the

8:32cryptomat

8:34let's switch to the preview here and

8:37only add

8:39this

8:40material

8:41so right now you can see oops i think we

8:44have to

8:46uh the glossy oh yeah sorry we have the

8:49direct pass connected here my mistake

8:52so right now this is the glossy

8:56direct pass

8:57let's also save it

9:00and the final fourth render pass that

9:02i'm gonna need is glossy indirect

9:06so if we look at it

9:11what i find interesting about this

9:13render pass are those interior

9:16reflections within this glass surface

9:19plus the reflections we have here

9:22i'm still wondering if maybe we could

9:25improve the reflections on the concrete

9:27surface so let's also add it to our

9:30selection i'm gonna

9:33include the glossy indirect here

9:36let's check out the preview well that's

9:39definitely way too many elements so

9:42let's remove

9:43everything

9:45and let's add a floor

9:48this glass and the windows

9:51so now yeah you can see

9:54we have an inverse

9:56let's

9:57check let's change the slider here as

10:00you can see we can now

10:03have the direct matte input so anyways

10:05this is our fourth

10:07render pass

10:09let's save it and jump into photoshop

10:13thank you guys for watching this video

10:15is part of my interior visualization

10:16course in blender which you can watch

10:18for free on youtube all the necessary

10:20details and link to the full playlist

10:22can be found in the video description if

10:24you want to support what i do and access

10:26all of the 3d files used in this course

10:29plus blender ready interior setups and

10:31over 2 000 blender exclusive 3d models

10:34just visit the choco for store and learn

10:36more about our subscription plans again

10:39thanks for watching and i see you soon

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