Final Rendering

2021年7月10日
Download here: http://gg.gg/vck25/1
Cincinnati 2020 kitsempty spaces the blog free. To finish off, there are some items which we can fine tune to get the best result possible:
*Free Online Rendering
*Final Cut Background Rendering
*Final Renderings Sitecore
*Final Cut Rendering

FinalRender is the first renderer of its kind for 3ds Max to offer a comprehensive, true Hollywood quality rendering engine that supports GPU rendering or pure CPU, as well as both technologies at the same time. FinalRender’s trueHybrid™’ technology allows the user to experience all the power within ONE application. Rendering: Viewport different from CineCamera I can’t figure out, why my final render looks different in the output vs. The viewport of my editor? Clearly to see in on the white door of the car in the right background. I deleted my PostProcess Volume and just use the camera instead.Shadow render
*To render the shadow separately, we will first have to disable Primary Visibility for all of the car objects. Select the car and open Maya’s Attribute Spreadsheet window. Select the Primary Visibility column and type ’off’ or 0in the selected column.
Disable Primary Visibility in the Attribute Spreadsheet
*When you render the car, it will render invisible, but the shadow will remain. The alpha channel should look like the render below:Filter Width
By default, Arnold renders with a Filter Width value of 2. However, when rendered, the car looks a little bit too sharp compared to the original photographic backplate. Also, the anti-aliasing on the edges of the car look too sharp against the photographic background. We could try to fix this in post, however blurring an image in post simply averages the pixels together and can produce unsatisfactory results. It also adds an unnecessary step to post-production work. A better method is to render with a wider Filter Width setting.
Below is a comparison of the same scene rendered with both a Filter Width of 2 and 3:Filter Width 2. Render appears too sharp against the backplate.Filter Width 3. Increasing the Filter Width helps to blend the render against the backplate.Free Online Rendering
A Filter Width value of 2.5 is preferable as a value of 3 appears a little too blurry. This is something that can be experimented with and of course, depends on the scene. In this case, the resolution of the HDR map that is being used is smaller than desired. This can produce low-resolution reflections in the materials of our car. Increasing the Filter Width also helps in this situation.Shadow Matte: Indirect Diffuse
Depending on the HDR map and backplate you use, the area of the tire that meets the ground plane can look a little bit dark compared to the light in the photographic background. You may expect more light to be reflected up from the floor onto the bottom of the tire.
We can fix this by enabling the Indirect Diffuse attribute of the Shadow Matte shader. You can either choose the color manually or select the Diffuse Color and click on a pixel on the ground of the image plane background with the color picker. The second method ensures you will get the same color reflected back onto the tire.Final Cut Background Rendering
Below is an extreme example of the effect:
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You now have all of the render elements needed to composite a car onto a backplate:Shadow Matte renderFinal Renderings Sitecore
The image below is the final result rendered using 6 AA Samples. The Ai SkyDomeLight samples have been increased to 3 for the final render.
Final composited renderFinal Cut Rendering

You could also try rendering the other backplate using the same workflow as above:
Download here: http://gg.gg/vck25/1

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