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Tips
 
&
 
Tricks
 
Pipeline
 
Techniques
 
Level:
 
High
 
Date:
 
10
th
 
June
 
2008
 
P a g e
 
|
 
1
 
Pipeline
 
Techniques
 
:
 
Bend
 
Normals
 
We
 
often
 
talk
 
about
 
solutions
 
within
 
particular
 
software,
 
however
 
there
 
are
 
times
 
when
 
it
 
is
 
easier
 
to
 
work
 
in
 
complimenting
 
software,
 
and
 
speed
 
up
 
the
 
production.
 
This
 
needs
 
technical
 
information
 
across
 
both
 
or
 
multiple
 
softwares.
 
One
 
such
 
case
 
it
 
the
 
used
 
of 
 
Render
 
Passes.
 
To
 
those
 
who
 
are
 
not
 
familiar
 
with
 
render
 
passes,
 
 just
 
think
 
of 
 
any
 
rendered
 
final
 
image,
 
in
 
this
 
final
 
image
 
you
 
may
 
not
 
be
 
happy
 
with
 
the
 
shadow
 
or
 
the
 
specular
 
and
 
will
 
feel
 
the
 
need
 
to
 
re
render
 
the
 
shot
 
only
 
because
 
of 
 
that.
 
For
 
that
 
reason,
 
if 
 
we
 
render
 
the
 
animation
 
in
 
passes,
 
we
 
can
 
then
 
composite
 
these
 
passes,
 
with
 
the
 
intensity
 
we
 
choose,
 
to
 
get
 
our
 
final
 
look.
 
The
 
common
 
render
 
passes
 
used
 
are:
 
1)
 
Beauty
 
Pass
 
:
 
The
 
main
 
render
 
having
 
the
 
diffuse
 
illumination
 
and
 
texture
 
maps
 
2)
 
Specular
 
Pass
 
3)
 
Reflection
 
Pass
 
4)
 
Shadow
 
Pass
 
5)
 
Depth
 
Pass
 
6)
 
Effects
 
pass
 
There
 
are
 
more
 
passes
 
as
 
well,
 
depending
 
on
 
the
 
complexity
 
and
 
flexibility
 
that
 
is
 
needed.
 
Hence,
 
another
 
two
 
option
 
passes
 
are
 
also
 
commonly
 
used.
 
7)
 
Lighting
 
Pass
 
8)
 
Ambient
 
Occlusion
 
Pass
 
We
 
have
 
to
 
remember
 
here
 
that
 
compositing
 
softwares
 
have
 
also
 
developed
 
a
 
great
 
deal
 
and
 
hence
 
the
 
interoperability
 
of 
 
softwares
 
with
 
each
 
other
 
has
 
also
 
increased.
 
For
 
this
 
exercise,
 
we
 
are
 
going
 
to
 
concentrate
 
on
 
Ambient
 
Occlusion.
 
 
Tips
 
&
 
Tricks
 
Pipeline
 
Techniques
 
Level:
 
High
 
Date:
 
10
th
 
June
 
2008
 
Ambient
 
Occlusion
 
in
 
its
 
basic
 
form
 
is
 
to
 
scale
 
down
 
light
 
from
 
ambient
 
areas,
 
and
 
functions
 
more
 
like
 
a
 
diffuse
 
occlusion.
 
However,
 
using
 
Ambient
 
Occlusion
 
we
 
can
 
achieve
 
much
 
more
 
than
 
 just
 
this.
 
We
 
are
 
going
 
to
 
 focus
 
on
 
one
 
attribute
 
of 
 
 Ambient 
 
Occlusion
 
i.e.
 
Bend 
 
Normals
 
Create
 
a
 
scene
 
file
 
of 
 
you
 
own.
 
Create
 
render
 
passes.
 
i.e
 
at
 
least
 
a
 
Diffuse
 
Pass
 
and
 
an
 
Ambient
 
Occlusion
 
Pass
 
(with
 
output
 
Mode
 
2).
 
In
 
the
 
Parameters
 
Set
 
change
 
the
 
Output
 
mode
 
to
 
2
 
as
 
we
 
want
 
bend
 
normals.
 
P a g e
 
|
 
2
 
 
Tips
 
&
 
Tricks
 
Pipeline
 
Techniques
 
Level:
 
High
 
Date:
 
10
th
 
June
 
2008
 
Output
 
Mode
 
0
 
:
 
Ambient
 
Occlusion
 
Output
 
Mode
 
1
 
:
 
Diffuse,
 
environment
 
sample,
 
Occlusion
 
Output
 
Mode
 
2
 
:
 
bent
 
normal
 
in
 
world 
 
space
 
Output
 
Mode
 
3
 
:
 
bent
 
normal
 
in
 
camera
 
space
 
Output
 
Mode
 
4
 
:
 
bent
 
normal
 
in
 
object 
 
space
 
As
 
this
 
is
 
a
 
pipeline,
 
we
 
will
 
not
 
go
 
into
 
individual
 
Output
 
Modes
 
except
 
what
 
we
 
need
 
i.e
 
bend
 
normal
 
Now
 
the
 
question
 
why
 
do
 
we
 
need
 
bend
 
normals
 
?
 
Before
 
answering
 
that,
 
we
 
should
 
know
 
what
 
normals
 
are.
 
In
 
any
 
3D
 
package,
 
the
 
3D
 
models
 
render
 
based
 
on
 
the
 
surface
 
normals.
 
If 
 
the
 
normals
 
are
 
facing
 
camera,
 
the
 
object
 
will
 
render,
 
if 
 
it
 
is
 
facing
 
away
 
from
 
the
 
camera,
 
it
 
will
 
not
 
(unless,
 
backface
 
rendering
 
is
 
on).
 
By
 
default
 
the
 
object
 
normals
 
are
 
“outwards”
 
and
 
“perpendicular”.
 
However,
 
due
 
to
 
various
 
modeling
 
techniques
 
used
 
they
 
may
 
not
 
be
 
so.
 
Hence,
 
rotating
 
the
 
normals
 
to
 
suit
 
shading
 
needs
 
(making
 
the
 
part/section
 
of 
 
the
 
object
 
dull)
 
is
 
a
 
common
 
trick.
 
In
 
simple
 
terms,
 
the
 
normals
 
is
 
how
 
the
 
object
 
shows
 
up
 
based
 
on
 
the
 
light’s
 
position.
 
But
 
isn’t
 
that
 
inside
 
of 
 
the
 
3D
 
software
 
?
 
why
 
should
 
one
 
render
 
this
 
as
 
a
 
render
 
pass
 
?
 
Rendering
 
a
 
Bend
 
Normal
 
Pass
 
will
 
allow
 
the
 
compositor
 
to
 
tweak
 
the
 
rendered
 
layer
 
based
 
on
 
the
 
light
 
inside
 
the
 
compositing
 
system.
 
As
 
we
 
know
 
more
 
high
 
end
 
compositing
 
have
 
lights
 
and
 
each
 
layer
 
can
 
have
 
a
 
“surface
 
properties”
 
like
 
specular,
 
shadows
 
etc.
 
In
 
conventional
 
terms
 
these
 
layer
 
being
 
rendered
 
images
 
are
 
flat
 
i.e
 
2D
 
hence
 
the
 
light
 
does
 
not
 
affect
 
this
 
in
 
the
 
way
 
it
 
would
 
if 
 
these
 
were
 
real
 
3D.
 
That’s
 
where
 
Occlusion
 
Pass
 
with
 
Bend
 
Normals
 
come
 
into
 
great
 
use,
 
as
 
the
 
image
 
now
 
holds
 
the
 
information
 
of 
 
the
 
original
 
3D
 
object.
 
Hence
 
manipulation
 
of 
 
the
 
light
 
inside
 
the
 
compositing
 
software,
 
changes
 
the
 
look
 
(“shading”)
 
of 
 
the
 
rendered
 
layer.
 
P a g e
 
|
 
3
 
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