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By the end of this tutorial, we will have walked you through, not only how to break down your subsurface shader attributes into their own render layers, but also how to render out an occlusion pass, and a shadow pass for compositing in post. You could take this even further on your own as a fun little experiment to render out your light passes, ZDepth, Motion vectors, etc, but we won't be delving into that here.
submitted: 5 years and 3765 days ago
Here is the breakdown how we rendered the main characters using separate render passes, it’s always a good idea by rendering your image in layers its allowing your machine to handle the files and preparing your scene for an easy color adjustment with any compositing software you want.
submitted: 5 years and 3765 days ago