Rendering
Mental ray is a very good engine for rendering, I use simple render settings with final gather and GI.
Compositing
- After rendering final image I extracted (ZDepth and Ambient Occlusion) passes.
- You can extract ZDepth with render elements in render option and change min and max values to reach suitable pass.
- Mental ray contains specific shader for generating ambient Occlusion pass; you should assign it to the surface map of a new mental ray material then assign this material to all objects in the scene.
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After extracting the passes I move to Photoshop to composite them with each other:-
- You can assign ambient occlusion by putting it in a new layer above original image layer then change blending mode to multiply.
- You can assign ZDepth copying it to a new channel in photoshop and apply lens blur filter and playing with values
- Finally you can add some color correction and adjust levels, add some effects as (glow) if you want.
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Definitions


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