Open topic with navigation
Beauty Passes
Beauty Passes provide a rendered view of different aspects lighting the scene such as shadows, highlights, reflections, illumination, and color. Beauty passes are rendered together with the main beauty pass.
Beauty Passes can be accessed from the Render Toolbar > button > Beauty and Post Proc tab.
Beauty Pass Parameters
Raw - Changes the beauty passes so they become raw render passes. This is done by dividing out the color of the BxDF of the surface hit by the camera ray. You can composite these passes together by multiplying the raw pass with its matching filter pass:
- = diffuse filter * diffuse raw
- Reflection = reflection filter * reflection raw
- Refraction = refraction filter * refraction raw
- = transmission filter * transmission raw
The following Beauty Passes are available:
- Emitters - Contains all samples where the camera ray hits an emitter.
- Environment - Contains all samples where the camera ray doesn't hit anything.
- Diffuse - Contains all samples where a diffuse material is lit either directly or indirectly.
- Diffuse Direct - Contains all samples where a diffuse material is directly lit.
- Diffuse Indirect - Contains all samples where a diffuse material is indirectly lit.
- Diffuse Filter - The diffuse texture color of the material.
- Reflection - Contains all samples where either direct or indirect light is reflected directly or indirectly.
- Reflection Direct - Contains all samples where direct light is reflected.
- Reflection Indirect - Contains all samples where indirect light is reflected (GI).
- Reflection Filter - The reflection texture color of the material.
- Refraction - Contains all samples where the camera ray was refracted.
- Refraction Filter - The refraction texture color of the material.
- Transmission - Contains all samples where the camera ray is transmitted.
- Transmission Filter - The transmission texture color of the material.
- Subsurface - Contains all samples where scattering happened in the volume visible from the camera ray.
- Shadow Pass - Contains the shadow pass applied to the beauty pass.
- Irradiance - Contains the irradiance on the surface.
- Light Direction - Estimates the dominant direction from where most of the light is coming.
- Volume - Contains all samples that scattered in a volume.
- Volume Mask - Contains absorption color and the contribution amount of a volume sample. This is a multiplication pass, so to composite volume passes you should be doing something like allOtherBeautyPasses * volumeMask + volume + volumeEmission
- Volume Emission - Contains all samples where the camera ray hit a volume emitter.
- Volume Z-depth Front - Contains the front depth of all volume samples.
- Volume Z-depth Back - Contains the back depth of all volume samples.
- Noise - Contains the noise estimate value when is used. Green indicates the noise estimate is less than the threshold and considered clean.
Compositing
The following formula can be used to reconstruct the Beauty Pass:
Render Result = Diffuse Direct + Diffuse Indirect + Reflection Direct + Reflection Indirect + Refraction + Transmission + Subsurface Scattering + Emitters + Environment (with enabled)
Open topic with navigation