- Secondary Outputs : Diffuse Color
- Secondary Outputs : Specular Indirect
- Secondary Outputs : Specular Direct
- Secondary Outputs : Specular Color
- Secondary Outputs : Occlusion Indirect
- Secondary Outputs : Occlusion Direct
- Secondary Outputs : Diffuse Direct
- Secondary Outputs : Diffuse Indirect
- Secondary Outputs: Diffuse Environment
- Secondary Outputs : Specular Environment
Using Secondary Outputs
Tags : compositing, diffuse, occlusion, passes, secondaryoutputs, ver4
Secondary Outputs allow us to render out individual components of our final beauty pass and output them to their own image files. This is useful for outputting things like diffuse, specular, and indirect lighting. In addition, other data like surface normals, S, T or U, V can be output. The power of secondary outputs is that RenderMan writes them out with little additional computation; meaning you do not have to re-render your scene for each secondary output. Having the component parts of your shader in individual images is very useful when matching scenes with live action. It gives us the freedom to make a lot of changes that would otherwise require the scene to be re-rendered. Project Files
Note: To see all your passes easily you can render to "it", take a look at the Introduction to IT HowTo to quickly set this up.
- Open the scene SecondaryOutputs/scenes/passes_start.mb
Here we can see a simple scene composed of a shiny wall and weird shapes on the floor. We will add secondary outputs to the scene so we can composite them together with total control over the amount of illumination, reflection, occlusion, etc, without having to render the shot.
- Open the Render Settings window and navigate to the Passes Tab.
- Click to the Output text box. This is where our list of outputs is stored.
- Go across to Create Output.
Here we can see a list of some outputs available to us.
- Select the following, and change the Image format to Tiff16 (tif):
Note: When compositing your lighting components, like diffuse and specular, it is useful to output higher bit-depth images (16 or 32 bit) so you can adjust the exposure without worrying about banding artifact.
- Click Render.Note: The power of secondary outputs is that they take roughly the same time to render the final beauty and secondary outputs, as it does for just the beauty pass.
If you go to project directory/renderman/passes_start/images you will notice that RenderMan has split up all of passes for us. We can use the following equation to recreate our final beauty pass within a compositing application:
We do not have a Translucence, Backscattering, Subsurface, Rim, Refraction or Incandescence, so these can be ignored. The image below shows how we composited our layers back together to give us the beauty pass.
Below shows a selection of images generated for us using the secondary outputs.
Project Files .rar Secondary Outputs And AOVs,
Production Examples - Industrial Light And Magic