Fluid simulation RGB passes, what do they do?

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  • #204584
    Zpanzer
    Participant

    Hi everyone,

    I’ve been wondering for some time now after watching some VFX reels that most fluid simulations are rendered out in passes that looks slightly like a normal map.
    An example of what I’m talking about:
    http://vimeo.com/32134002 from around 3 min and forward.

    I’m wondering what are thoose passes and how are they used? I pressume it’s something that enable compositors to have control over the look after they fluid sim has been rendered just like one would do with render elements for GI, reflections and so on, also, how are they created? I’m a novice FumeFX user and after having played around with the different render parameters and render passes, I haven’t been able to recreate anything like that.

    Hope someone can give me some insight.

    Best regards,

    Casper.

    #219802
    Anonymous
    Inactive

    They appear to be normal passes.

    They could use the passes for a number of different things.

    I’m guessing the main one, that I can think of, would be for re-lighting / small light tweaks.

    I don’t know how they put them out, it may be a custom pass, or it may just be a standard pass that the engine(s) they use put out, along with diffuse, color, specular etcetera.

    #219801
    Makayla Crespo
    Participant

    matte material, emitter id passes for color correction

    #219803
    Anonymous
    Inactive

    Hi. Can you please tell me how you did the rgb lights setup?
    I am working on something similar but do not know how to set up RGB light pass.
    Thanks.

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