So with my last post I talked about using Maya's render layers render out individual passes of the subsurface shader. I liked the results I got out of it, but I didn't really like the colored diffuse layer. So what I decided to do was to render out just a layer including the ambient color with absolutely no shading, then I created a white lambert type material, and made my lights RGB. My key light was given a red hue, my fill was given a green hue, and my rim light was given a blue hue. I then rendered these layers out and brought them into Shake. Once in the compositing program, I can reorder the red, blue, and green and color correct them individually. This will give me overall control with my lighting and coloring of the baby. Basically, with this method I'm actually lighting within Shake. I would like to try and use a normal pass also to give me the ultimate control over the entire model's lighting and actually allow me to have an unlimited amount of diffuse, specular, and reflection passes...The only problem in I'm not sure whether it will work with subsurface, as a change of lighting would affect the backscatter and the actual effects of the subsurface scattering going on here.
Here is a still of my diffuse pass, and the ambient color pass:

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