I wanted to start a thread to hash out how deep compositing (EXR 2.0) can be used in a render pipeline. I'll probably have more questions as the thread progresses, but I will start with one:
First some background theory: One of the ideas of a deep compositing workflow is that it allows you to render out elements separately without needing to worry about holdout mattes. So for example in Avatar they need to render out lots of plants in a jungle, and they want to render their characters. So in a deep workflow they could render these out separately in deep and then comp the characters deep render into the jungle deep render since both know where they are relative to each other in Z. So far so good (btw, if you're not familiar with this, there's a nice explanation of this here)
So now the question: in the above workflow, how would you get contact shadows, occlusion, and GI bounce from the characters onto the environment and visa versa?
The old workflow would be to render the characters seperatly, but have the entire environment present in the scene with all the materials piped through wrapper materials. This would give you GI bounce and shadows. The AO can be setup also to only cast from the characters onto the environment. However all of that assumes that all of the objects (albeit with wrapper materials on them) are present in a single scene. This defeats the whole purpose of the above workflow which is to avoid needing to have everything rendered in a single scene.
First some background theory: One of the ideas of a deep compositing workflow is that it allows you to render out elements separately without needing to worry about holdout mattes. So for example in Avatar they need to render out lots of plants in a jungle, and they want to render their characters. So in a deep workflow they could render these out separately in deep and then comp the characters deep render into the jungle deep render since both know where they are relative to each other in Z. So far so good (btw, if you're not familiar with this, there's a nice explanation of this here)
So now the question: in the above workflow, how would you get contact shadows, occlusion, and GI bounce from the characters onto the environment and visa versa?
The old workflow would be to render the characters seperatly, but have the entire environment present in the scene with all the materials piped through wrapper materials. This would give you GI bounce and shadows. The AO can be setup also to only cast from the characters onto the environment. However all of that assumes that all of the objects (albeit with wrapper materials on them) are present in a single scene. This defeats the whole purpose of the above workflow which is to avoid needing to have everything rendered in a single scene.
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