'Post-apocalyptic City - Part 1'
by Michael Thingnes
Web | Email
| Still in the Render Setup window, proceed to the Indirect Illumination tab and make sure Enable Final Gather, Caustics and Global Illumination are all turned off (Fig.36). |
| Then proceed to the Render Elements tab. You'll need three additional render passes for this tutorial: A Matte to separate the city from the sky so we can do an effective sky replacement, an Occlusion Pass to fake global illumination and a Z-Depth Pass to be able to add an atmospheric effect and some depth of field. |
| Step 4.1 : Occlusion Pass |
|
| Press the Add ... button and choose mr Shader Element from the list (Fig.37). |
| Name the pass Occlusion and under Parameters press the button next to Shader to add a new shader. Choose Ambient/Reflective Occlusion from the list. There are a lot of settings to play with to tweak the Ambient/Reflective Occlusion shader, but the standard settings, although a little rough, will do just fine for this tutorial (Fig.38). |
| This basically renders a pass of the scene where this texture is applied to all geometry (Fig.39). |
Discuss this Tutorial in our Forums here.
|
|
|
|
|