Rendering / Multi-Pass
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If you work with Carrara professionally or are a nitpicking hobbyist that likes to have control over everything, the new addition to Carrara 7 Pro Multi-Pass Rendering is something just to die for. It is a wonderful, wonderful addition that gives you the ability to control things in a way that was impossible before in Carrara. Additionally this capability is also part of other 3D Rendering Packages that are substantially more expensive and the ability to use that from something so economically priced as Carrara is just wonder. I have a basic scene set-up here; if you have access to the Working Files you can open File 2010 Multi-Pass and take a look at it. This is the default or I shouldn't say default, it's a stock science scene from the Technology Browser Tab, it's a lab table that's got some beakers and things like that. I can zoom in a little bit and we can take a look at it here. Nothing special. Let me show you where Multi-Pass Rendering is, I've actually already rendered this file out and then we'll take a look at the implications of what Multi-Pass Rendering does for you. In the Render Room you need to go to the Output Tab and at the very bottom of the Properties Tray you have got Multi-Pass which you can close with the Disclosure Triangle if you want to. There's several things to pay attention to here. One is that we have all these items already loaded because I loaded them, let me show you how that works. I'll click Add and all you need to do is simply Command or Control Click items that you want included in an external file that Carrara will save it or a file that will save along with the rendered file. In my case I didn't have velocity so I didn't do that, I also didn't choose surface coordinates. I did choose Reflections; I did choose Fragment Coverage, items like that. Actually I didn't the ones I chose or over here on the right-hand side, I did not choose some of these all though I could have done Reflection and others as well. If you want to deselect them I'll choose Cancel, you can choose Delete or actually select one and choose Delete to work with it that way. You can disable it without getting rid of it, so if I wanted to re-render this file without Normal Vector turned On I would just click the Check Tab. I am not going to explain what each one of these means. For those people who work professionally you're already familiar with some of this terminology. If you're new to it you'll just need to play a little bit but explain implications of Multi-Pass rendering. Let's take a look at the Rendered Files and hop on over to Photoshop. So this is Photoshop, it is not Carrara, here is my Rendered File, it's the main file although I had a couple others that rendered out along with it. Let's look at what Multi-Pass Rendering does. It takes a different function that Carrara has when you set it like this, Global Illumination, Ambient Occlusion or Shadows and puts them into separate layers that you can either Activate or Deactivate. I've got Shadows in this scene, but I can turn Off Shadows or I can Select Shadows and say you know what those are actually a little bit dark, I think I'd like to change the Opacity of those here in Post Render. Pretty cool stuff huh? Likewise, for Diffuse Color, if I turn that off to see exactly what it is then you can see that a little more clearly. Ambient Occlusion, all that goes away. Background I can turn that on and off, that won't be quite as obvious and then we've got an image layer underneath that. So if I turn off the Background Layer then we get just a bright image in its place. Not only do we have Layer Capabilities to get exported, but we also have different channels that get exported as well. If I select the different positions, X, Y positions of objects, of course Z since I've got Z position selected, items closer to the top on the Z scale are going to be brighter then those on the bottom. We also have things like this, the direction things point or what's the point of this, how could you use something like this? Let me go ahead and duplicate this, this is the normal X so its all items that face the X Axis or have normals that face that way and I'm going to bring up a level so you can see that. But I'm going to make the gray area darker, black in fact and choose OK. I'm going to Activate this layer right now, come back into the RGB level, I will hide the walking ants. But this gives me the ability in my Layers Palette now to go ahead and do something neat, some Post Render lighting affects. If I wanted to cast a red light, maybe or a green light maybe this is kind of a mad scientist lab, then I can go ahead and add solid color. I'll choose some obnoxiously Green color and put it in there like that. Now what I can do is control of course, how that interacts with the rest of the scene. So I can make it as significant or as aggressive as I want or I can back that off. Fast way to go ahead and add Post Render Lighting Effects. If you're working with video, obviously you can use any one of these channels. If you have a program that supports importing channels to control, blurs to control, just anything you want to, its awesome. So that's an introduction into Multi-Pass Rendering, many, many capabilities, very easy to use, wonderful addition to Carrara 7 Pro.
Tutorial Information
| Course: | Carrara 7 Pro |
| Author: | Mark Bremmer |
| SKU: | 34029 |
| ISBN: | 1-935320-65-3 |
| Release Date: | 2009-09-03 |
| Duration: | 15 hrs / 159 lessons |
| Work Files: |
Yes |
| Captions: | Available on CD and Online University |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
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