NEW IN R20
ProRender now offers Multi-Passes, which can be enabled here.
The following Multi-Passes are available:
This pass contains all directly illuminated geometry (incl. polygon lights and light sources) without additional indirect light.
This pass contains all reflected light, including caustics. Direct illumination is not included (exception: real light sources).
Here, only luminous surfaces will be depicted, whether polygon lights or real light sources.
This Multi-Pass shows the sky (incl. the Physical Sky) as the camera sees it. It also shows the scene’s environment (hence the name).
In this Multi-Pass, the objects will be colored according to their location in the global coordinate system.
This channel renders the objects with a green to red gradient according to their UVW coordinates. U = red and V = green.
In these modes, the Normals components are rendered as RGB (X=red; Y=green; Z=blue). For Shading Normal, Phong or Normal tags as well as Bump and Normal effects will be evaluated; for Geometry Normal, only the facetted result based on the geometry will be displayed.
Don’t be surprised if you see a completely white Multi-Pass. This is a 32-bit pass (experiment with the Exposure setting in the Picture Viewer’s Filter tab). The farther away an object is, the brighter it will be displayed. A grayscale gradient will be applied that runs from the camera (black) to the most distant object (very bright white) across visible objects.
This Multi-Pass displays different objects with different, random colors.
This Multi-Pass displays different objects with different colors. The colors can be defined in a Compositing tag (ProRender tab).
This Multi-Pass displays different materials with different colors, i.e., identical materials contain identical colors.
Enable the respective option to calculate Anti-Aliasing for a specific Multi-Pass. For other Multi-Passes that are not listed here, this will happen automatically. Multi-Passes that should not be anti-aliased will be calculated at the start of the render process and can be viewed before the render process ends.