Originally posted by sharpcube
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hi, perhaps i have a tip:
to minimize rendering work and still get control over single lights in comp, you could make lightgroups of 3 individual lights in one rendering, each of them is a bright light with full 255 color. one red, one green and one blue light. this will make your rendering look like disco.
then in any compositing software, you can now isolate those color channels and convert them to white and then rework the colors as you wish in nearly realtime.
this way you can seperate 3 lights in one rendering.
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the same principle of the multiMatte channel, indeed.
In fact, if one uses precise color values for the lights, and no decay, it should be possible to separate as many as one wishes in post, give or take a few decimal points of precision due to the sampling.
Something that may be worth investigatingLele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by aphexx View Posthi, perhaps i have a tip:
to minimize rendering work and still get control over single lights in comp, you could make lightgroups of 3 individual lights in one rendering, each of them is a bright light with full 255 color. one red, one green and one blue light. this will make your rendering look like disco.
then in any compositing software, you can now isolate those color channels and convert them to white and then rework the colors as you wish in nearly realtime.
this way you can seperate 3 lights in one rendering.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Not really, as you'd separate the diffuse filter (your "color fidelity") from the lighting (which would be further split in direct, and indirect).Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by ^Lele^ View PostNot really, as you'd separate the diffuse filter (your "color fidelity") from the lighting (which would be further split in direct, and indirect).
Diffuse Filter will not account for that.Signing out,
Christian
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There are limitations in that of course. What RGB light separation does is allow for post control for some, not all elements.
Most common would be ability to augment the direct portion of the lighting such as, direct diffuse, direct specular etc.
When it comes to gi...most often then not we do not use gi in production. In those cases when we did, post corrections with RGB lights on bounced gi is not so noticeable.
You can get deeper then this too, with having each light output shadow ID as well, this is where the true power of compositing comes to hand.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Originally posted by trixian View PostNo, I was talking about the fine variations in colour that the bounced light picks up from the surfaces it "visits".
Diffuse Filter will not account for that.
Diffuse filter surely only takes into account the unshaded diffuse color (hence why i attached this to "color fidelity").
What you meant was that the GI would bleed "RGB colorfully" rather than like it would with no RGB colored lights?
If that's the case, you're right, once it bleeds it bleeds, and separating rgb after the fact (from the rawGI pass, for instance) may lead to wrong results.
As Dmitry well said, though, it depends on what you do with your renders.
The relighting pass could be a separate render, and you'd only switch the rawLighting pass in post, keeping the rawGI from the "proper" render, and adjusting that slightly.Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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