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ADVANCE & EXPERIMENTAL PERSONAL

PERSONAL PROJECT PART 3: RENDERING

In order to simulate fill light and rim light for the scene during rendering, I first took two distinct distant lights and set them up. In addition to this, I used an ambient light to help me gather light from all directions. Another way to use these lights is to take an HDRI image that you like and produce lights with different colours. But for this instance, I refrained from the use of HDRI.

Lights and Camera (ANIMATED)

Since I am more accustomed to the Mantra renderer, I used it for my scene. In the beginning, I started by putting up the correct cameras and rendering path for the image. Later, I changed the settings and increased both the samplings and the pixel samples, which improved the render quality.

The main section, or forcing objects, follows this. In this section, we must manually inform the renderers of the objects they should render. As you can see, for the force object section of the renderings of debris (sparks), I indicated the path of the sparks, however for the forced matte, I used the Pyro path. I would receive a layer of sparks as a result of this procedure, resulting into the sparks that aren’t visible not to be rendered. 

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