Here are some more break downs from my render passes for my foreground houses which I did earlier. I will post more of my work-in-progress and talk about how I approve the problem later on : )
Thanks!
final comp result from Nuke
beauty pass one with a high freq noise
beauty pass two with a low freq noise
a bottom mask pass create with a procedural shader
a edges mask pass create with a procedural shader
normal pass used for edge detection
reflection pass with high freq bump
relfection pass with a smooth water surface
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