Here are some notes I took during a weebinar on a subject:
Channels to save in V-Ray (some may not work correctly depending on the V-Ray version you’re using)
-Contribute to image pixels:
--Diffuse
--Reflection
--Lighting
--Etc.
-Describe an aspect of the scene:
--Normals
--Z-Depth
--Velocity
--Etc.
-Help in selection:
--Render I.D.
--Material I.D.
--Node I.D.
The image is made up of three components: illumination + reflections + refractions
For the first example we will use these channels:
-Reflection
-Refraction
-Lighting
-GI
No gamma correction on output and no color mapping:
-Global switches – Gamma correction – Unlock – Output = 1 (input still 2.2)
-Image sampler = Adaptive subdivision – Min = 0, Max = 2
-Remove AA filters
-Color mapping – Linear multiply – 1 – 1 – Clamp output and sub-pixel deselected
Rectangular lights must not have “Store with IR enabled”
Render appears dark because of no gamma correction, click on “sRGB” in the V-Ray frame buffer.
Save render in EXR.
To quickly save all the channels:
-_SaveRenderWindowAs “path/image.exr”
In Photoshop, new image in RGB 32 bits.
We use two blending modes in Photoshop:
-Addition = Linear Dodge (add)
-Multiplication = Multiply
Layers layout:
Reflection Linear dodge (add)
Refraction Linear dodge (add)
Lighting Linear dodge (add)
GI Linear dodge (add)
At this point the order doesn’t matter.
→ Try to adjust exposure of the reflection channel (you can make a selection to get local control on the strength of the reflections).
To change the materials appearance, we’ll have to “split” our lighting passes.
RAW GI and RAW Lighting are the same as the GI and Lighting passes we used before, but without the Diffuse information,
Make a new render with:
Neutral color on the object(s) we want to change the material.
Channels to use:
-Diffuse
-GI
-RAW GI
-Lighting
-RAW Light
-Reflection
-Refraction
Re-render with different materials but with only the Diffuse channel active.
In Photoshop organize the layers this way:
-Reflection Linear dodge (add)
-Refraction Linear dodge (add)
-Light (folder) Linear dodge (add)
----RAW Light Multiply
----Diffuse Normal
-GI (folder) Linear dodge (add)
----RAW GI Multiply
----Diffuse Normal
You can now change the Diffuse layers with the (very quickly computed) alternate renders or alter this layer in Photoshop.
By default, the lighting contains all the lighting information. But we can split each light to a separate pass (MultiLight) so we can adjust the strength of the light as well as its color.
For first pass, in VRay Global switches – uncheck Lights under Lighting. Open the GI channel from this pass in Photoshop.
Make sure “Hidden Lights” is unchecked.
Under Environment, uncheck GI (Skylight).
Make one render for each light, with only this light active, and save only the channels Lighting and GI.
Enable all lights and make a render pass to get the channels Reflection and Refraction.
In Photoshop:
-Reflection Linear dodge (add)
-Refraction Linear dodge (add)
-Light 01 (folder) Linear dodge (add)
----GI Light 01 Linear dodge (add) – (adjust exposure here)
----Lighting Light 01 Linear dodge (add) – (adjust exposure here)
-Light 02 (folder) Linear dodge (add)
----GI Light 02 Linear dodge (add) – (adjust exposure here)
----Lighting Light 02 Linear dodge (add) – (adjust exposure here)
-Light 03 (folder) Linear dodge (add)
----GI Light 03 Linear dodge (add) – (adjust exposure here)
----Lighting Light 03 Linear dodge (add) – (adjust exposure here)
-GI Env.Only Linear dodge (add) – (adjust exposure here)
-Light (folder) Linear dodge (add)
----Raw light Multiply
----Diffuse Normal
-GI (folder) Linear dodge (add)
----Raw GI Multiply
----Diffuse copy Normal
To try different materials, change “Diffuse” and “Diffuse copy” (in Photoshop or re-rendering only these channels with new materials)