Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] General Discussion => Topic started by: Ondra on 2014-01-14, 13:47:27

Title: Typical decomposition into render elements
Post by: Ondra on 2014-01-14, 13:47:27
I am redoing the render elements, and I am wondering, how should the TYPICAL decomposition of beauty pass into elements look like - what are the typical elements one separates the scene into? What I am currently planning is this:

diffuse direct + diffuse indirect + reflect + refract + translucency + emission

Do you think some of these should be divided further (for example direct/indirect translucency), or less (for example no separate direct/indirect diffuse)?


This will be just default setup of render elements, but there will be possibility to make custom render elements with custom contribution arrangements.
Title: Re: Typical decomposition into render elements
Post by: mp5gosu on 2014-01-14, 14:09:16
Lighting + Global Illumination + Reflection + Specular + Refraction + Sub-Surface Scattering + Self Illumination
and full:
Diffuse * (Raw Light + Raw Global Illumination) + Raw Reflection * Reflection Filter + Specular + Raw Refraction * Refraction Filter + Sub-Surface Scattering + Self Illumination

source: http://vfxpedia.com/index.php?title=FAQ/Combining_3D_Passes
Title: Re: Typical decomposition into render elements
Post by: Ondra on 2014-01-14, 14:11:20
What is the difference between reflection and specular in this case?
Title: Re: Typical decomposition into render elements
Post by: mp5gosu on 2014-01-14, 14:18:42
Specular is a fake reflection and - of course - not really needed for physical renderers.
Title: Re: Typical decomposition into render elements
Post by: astudio on 2014-01-14, 14:19:04
How to split direct / indirect lighting in case of hdri?
Title: Re: Typical decomposition into render elements
Post by: pokoy on 2014-01-14, 14:24:59
I think the initial formula sounds good... but where's the shadow element? It's missing in each formula posted so far.
Title: Re: Typical decomposition into render elements
Post by: Ludvik Koutny on 2014-01-14, 14:30:20
I think the initial formula sounds good... but where's the shadow element? It's missing in each formula posted so far.

Compositing shadows does not work...  it never did, maybe in scanline, but even there, it caused a hell of a lot of problems. Only compositing that will give you correct result is ADDitive. Shadows can not be composed additively. It is extremely old legacy way of compositing where you did not expect to compose same result as you beauty pass.
Title: Re: Typical decomposition into render elements
Post by: racoonart on 2014-01-14, 14:31:07
Just want to link this thread for completeness: http://forum.corona-renderer.com/index.php/topic,1858.msg13903.html#msg13903 (http://forum.corona-renderer.com/index.php/topic,1858.msg13903.html#msg13903) ("Render Elements reordering")

Basic (as suggested):
diffuse direct + diffuse indirect + reflect + refract + translucency + emission

better:
Diffusecolor + diffuse direct + diffuse indirect + reflect GI + reflectDirect  + translucency + emission
reflect direct is the reflection part coming from direct light sources, already doable by dividing existing REs but would be a fine thing since it somehow feels like speculars (see linked thread above). This one would pretty much correspond to what people should know from other renderers.

all above that (more splitted-up elements) is personal taste imho - like normals and stuff like that.
Title: Re: Typical decomposition into render elements
Post by: Ondra on 2014-01-14, 14:34:41
How to split direct / indirect lighting in case of hdri?

HDRI in Corona is the same light as all others, so it is direct
Title: Re: Typical decomposition into render elements
Post by: bograt on 2014-01-14, 14:44:14
I would have to test this to confirm but in the past I think I tried to blend reflect and diffuse in Photoshop using linear dodge (add) and the results seemed inaccurate or incomplete.
It is sometimes very useful to output individual elements or light sources and blend in photoshop, nuke etc. using the add blending mode.
Cheers

Jules
Title: Re: Typical decomposition into render elements
Post by: Ondra on 2014-01-14, 14:44:55
I would have to test this to confirm but in the past I think I tried to blend reflect and diffuse in Photoshop using linear dodge (add) and the results seemed inaccurate or incomplete.
It is sometimes very useful to output individual elements or light sources and blend in photoshop, nuke etc. using the add blending mode.
Cheers

Jules

that is because you need to add them without gamma and then add new gamma
Title: Re: Typical decomposition into render elements
Post by: astudio on 2014-01-14, 14:48:07
May be it's not about this topic, but is it possible to get element for special material ID with AA? Just mask. It would help a lot in postproduction. Something like Render Mask script which I used with vray?
Title: Re: Typical decomposition into render elements
Post by: Ondra on 2014-01-14, 15:10:53
There are plenty of mask elements, so it can be done already
Title: Re: Typical decomposition into render elements
Post by: loocas on 2014-01-14, 15:32:17
Don't forget that RAW passes are actually very important here because in most cases you will be utilizing the actual BEAUTY pass and dividing it into secondary passes. Otherwise your AA won't work, unfortunately.
Title: Re: Typical decomposition into render elements
Post by: andreupuig on 2014-01-14, 16:11:06
Is possible an element wich include direct lighting for every light/group of lights? (yes, something like vrayLightSelect element) It could be very useful for partially re-light the image without re-render everything.
Title: Re: Typical decomposition into render elements
Post by: Ondra on 2014-01-14, 16:29:16
you are missing the point, I am not asking which new render elements could be added, but what are the most basic ones one wishes to break beauty pass into most times.
Title: Re: Typical decomposition into render elements
Post by: lmikkelb on 2014-01-14, 16:57:24
Agree with DeadClown
Diffusecolor + diffuse direct + diffuse indirect + reflectIndirect + reflectDirect  + translucency + emission
With the right gamma:)
Title: Re: Typical decomposition into render elements
Post by: Midge on 2014-01-14, 18:32:21
What you're proposing sounds good (diffuse direct + diffuse indirect + reflect + refract + translucency + emission)
Added to that a Background (For HDR BG's) option would be nice as well.
Title: Re: Typical decomposition into render elements
Post by: olejka2k on 2014-01-14, 18:42:04
I think main passes are :
Diffuse Color
Direct Lighting
Indirect Lighting (GI)
Reflection
Refraction
RAW of above channels
Specular
WireColor
RenderID
SelfIllumination

ZDepth
Ambient Occlusion
SSS
Normals
Velocity

Anyway the more elements you have (except main ones) the better it is, as it will make our life easier when it will come to composing :)
And some channels to see how Corona handles GI and samples. In VRay it is samplerate channel.
Title: Re: Typical decomposition into render elements
Post by: companioncube on 2014-01-14, 18:54:58
seeing as your taking the time to redo this now would be great to have Deep Data, world position pass and UV Coordinate pass. a lot of compositors would love you
Title: Re: Typical decomposition into render elements
Post by: The Pixel Artist on 2014-01-14, 21:52:33
I'll also agree with Deadclown's list, as well as olejka2k's full element layer list (except a MaterialID layer is missing).

Can Corona currently render out a MatID or Zdepth layer? (haven't had a chance to test this yet)
Title: Re: Typical decomposition into render elements
Post by: Paul Jones on 2014-01-14, 22:13:00
Blend re is very useful - for example is you want everything except reflection, and then comp the reflection on this.
Title: Re: Typical decomposition into render elements
Post by: astudio on 2014-01-14, 23:01:29
What you're proposing sounds good (diffuse direct + diffuse indirect + reflect + refract + translucency + emission)
Added to that a Background (For HDR BG's) option would be nice as well.

Very very very true.