In most nextgen projects volumetric effects use several components for final image.
For example, normal map - one of the most important layers, which use for lighting calculation.
Example of volume normal map simulation |
Motion vectors are popular to use in nowadays. The main role is to create a lack of framers in Sub UV textures. Transformation of velocity field to camera space motion vector to create motion vector much more precise way than its generation based on existing sequences. Because sequence based generation method often gives uncorrected result.
Example of volume motion vector simulation |
Z depth is a beautiful compositing tool in preparing Sub UV texture. It is mask for editing or adding any characteristics.
Example of Z depth in volume simulation |
Color transfer can be used in case if needed to show inhomogeneity of volumetric object.
Example of transfer color in volume simulation |
As a Z depth light passes are compositing tool which helps to adapt sequence for different conditions of use.
Example of light passes render |
Section Rendering can be used in case when its need to show boosting effect in space or flying through it.
Example of section render |
Consequently, we generally described basic type of render for nextgen VFX.
All discribed simulation are set by myself.
Looking rad & being bad.
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