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Molar UniversidadLu'SUS phone DE Humanities e Technologies http://movlab.ulusofona.pt Filipe Costa Luz Nov 2011 Render passes compositing in Nuke In this tutorial we will combine some 3D render passes
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Note: the images for the renders are for illustrative purposes and the actual render passes used are not included. In the tutorial you will learn how to handle multiple objects with your light source (usually with a single directional light source) using the following technique. Light Sources For a scene, all lights are linked by the Directional Light, then they will be blended from one position to another (the lighting is a combination of the individual parameters). Here we want to control the light direction: with depth of field, and with some other effects (dynamic lights, ambient color). The only constraint that we use in the tutorial is the distance between the lights. When the light source and light are too close to each other, there is clipping, and the shadow won't reach the camera properly — in this case, you can increase the distance of the light, or add a light-to-ground component. As the distance increases the shadow is blurred more by the actual depth of field, so you have to be sure to keep the distance high enough to prevent these situations. Using the light sources, you might expect to achieve a result of a scene with a single directional light in a flat space, with no depth of field. But to achieve a decent result, we do need shadows. So how is it then that we can control the directional light with depth of field? Depth of Field In the light and directional light the camera position is the same, but the light rays are going in different directions. In order to see the result of the light, the lens needs to resolve some of these rays, but not all of them. We can do that by using different depth of field values. The number of specular, ambient and albedo components is different per each light (i.e. a flat space will have a lower depth of field value) and the refraction value is different per light (low refraction and fine details will need to go on longer). By using different depth of field values, we can create the effect that certain objects will appear brighter and others less, depending on the depth of field value that is taken (more details are blurred, the details are more visible).

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Render passes compositing is the process of combining multiple render passes or layers together to create a final composite image or video.
Render passes compositing is typically done by compositors or post-production artists who are responsible for creating the final composite image or video.
To fill out render passes compositing, you need to have access to the individual render passes or layers that make up the scene. These passes are then combined using compositing software such as Adobe After Effects or Nuke.
The purpose of render passes compositing is to have greater control over the final image or video by being able to tweak individual elements or effects in post-production.
The specific information that needs to be reported on render passes compositing depends on the project or production requirements. It may include details about the render passes used, the software used for compositing, and any specific instructions or notes regarding the composite.
The deadline to file render passes compositing in 2023 will depend on the specific project or production timeline. It is recommended to consult with the project manager or supervisor to determine the deadline.
The penalty for the late filing of render passes compositing will depend on the project or production's policies. It may result in delays in the post-production process or additional costs for expedited work.
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