Sierra62 Posted April 10, 2014 Share Posted April 10, 2014 I was wondering if anyone knows how to render the smoke from explosions using rgb lighting? I have been rendering all of my smoke/dust using rgb then passing that off to the compositors and then they can adjust the color and density as they see fit. But with explosions I can't seem to find an effective way separating it. Is this something that is doable or is it usually just rendered together with normal lighting? Quote Link to comment Share on other sites More sharing options...
fxrod Posted April 11, 2014 Share Posted April 11, 2014 You can use the little-known 'all_volume' deep raster and set it to export per light. Your compositor will now have each light separated, using scene lighting vs rgb lighting! You don't want to use rgb for fire/smoke renders, especially if you are scattering the fire lighting into the smoke. Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted April 11, 2014 Author Share Posted April 11, 2014 I have been exporting per light. Sadly right now I won't be able to do any of the deep work. The studio I am at uses Fusion which doesn't support it. So I am looking for something similiar to what Image Engine did in this Elysium breakdown at the 48 sec mark. https://vimeo.com/91446770 1 Quote Link to comment Share on other sites More sharing options...
Solitude Posted April 14, 2014 Share Posted April 14, 2014 For an explosion, I would personally render it as a beauty, fire and smoke aovs and then an rgb pass separately just on the smoke. Quote Link to comment Share on other sites More sharing options...
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