FX6 Render Passes: Ambient Final Gather
Overview
Using ShaderSpider and GlowWorm together, you can manipulate Poser's
renders, using partial shaders to provide image enhancement or even
more advanced rendering.
Example: Ambient Final Gather
A final gather is
render that very realistically renders the way that light bounces
between objects. For instance, a bright red object would faintly
influence the color of other objects around it, tinging the other
object with a faint red where the reflected light hit it.
With ambient objects, the effect is even more extreme. In a final
gather situation, ambient objects act almost like light sources.
High level 3D software all have access to render engines, such as
Mental Ray, that support such a feature. Poser doesn't, but you can
fake it using GlowWorm and a Final Gather partial shader.
Partial Shader Setup
The Final Gather partial shader uses a Gather node attached to the
Alternate_Diffuse input. The Alternate_Diffuse color is set to white.
Gather nodes output black plus the reflected light color, so the only
thing that Alternate_Diffuse will pick up is the reflected light.
Alternate_Diffuse isn't premultiplied with other lighting, and we want
to preserve ambient color, so that's why it was chosen.
Render Job Setup
The render job should use good quality render settings with a low
sample rate (1.0 or less, depending on how much time you want the
render to take) and raytracing enabled with at least 4 bounces.
The lower the Pixel Samples, the smoother the gather, but you don't
want to go too low--the time goes up exponentially every time the
sample rate is decreased. You can also smooth the image later in
Photoshop, where you'll be compositing later anyways. Still, Pixel
Samples between 0.6 and 1.0 is recommended.
You'll want to do at least 3 passes for the ambient final gather.
You'll need a beauty pass, an ambient ("glow") pass and a specialized
ambient pass to get the look of the above image.
Beauty Pass
This pass uses
Diffuse and Show hair,
and no partial shader. You may also want to do other passes, like
specular and shadows, depending on your scene.
Ambient Pass
This pass uses
Ambient and Show
particles, but no partial shader. You need this pass to get your
uncontaminated ambient color back.
Ambient Final Gather
Pass
This pass should
use Ambient and Show
particles. You should set the partial shader to "Final Gather.fx6".
This will make sure that you're getting the reflected glow only. You
don't need to check "Alternate Diffuse"--partial shaders override the
render pass's other settings.
Rendering
Here's fair warning: The AFG pass is going to be a slow, memory
intensive render. Depending on the scene, you may want to take a quick
nap while the AFG is performed.
Don't fret--partial shaders are not applied to Particles 2 figures, so
the gather does not have to be performed for each particle in the scene.
Compositing
Open up your beauty pass, and paste the other two passes on top of it.
Set the AFG pass's layer mode to "Linear Dodge" (aka "Add").
Photoshop's Smart Blur and Gaussian Blur should be applied to the AFG
layer for best results.
Make a duplicate of the ambient layer and invert it. Set this layer to
"Multiply" and place it above the AFG. This will make sure that your
colors don't go wacky or way out of range.
Send the ambient layer to the very top, and set its layer mode to
"Linear Dodge".
There you have it--a lovely glow!