![]() ![]() This light is supposed to be the main light. This pass was rendered with a normal light. The current pass can be seen in Fig.05, and the combined passes in Fig.06. Use Alt + click just below each of the three top layers to make them only affect the layer on the bottom of this stack and no layers further down. ![]() It is masked with an inverted version of the shadow pass from the environment light/light cap. On the top is a solid color adjustment layer with Normal as the blending mode. The Exposure layer controls light intensity, while the Photo Filter layer gives it a slight green tint. You can find theses settings in Light > LightCap adjustment (Fig.03).Īs you can see in Fig.04, there's a shaded pass on the bottom. Otherwise the materials will share the same curves. ![]() Don't forget to activate Use Material Curves to make sure that your diffuse and specular curves on the materials should be used while rendering. The idea is to simulate bounced light from the environments, so you don't want a very specular light (Fig.02).Īdjust the exposure etc., if you need to get a good intensity on your lighting. If you are making an environment pass, make sure samples in Light > Background are about 2-3 to create a very ambient lighting. Keep the HDRi in the texture slot so it can be used as environment reflection in materials (Fig.01). Press the texture button in Light > Background to import the image that you want as a base to create your lights from. This guide was written while I was using ZBrush 4 R2 and rendering with BPR Render. After posting the image Angry Faun on ZBrush Central, I got a lot of questions about my render and comp workflow. ![]()
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