Continuing from Part 03, we discuss render layers, render passes (elements), how to create an ambient occlusion pass, and set up a Z Depth pass properly. Also, learn how to batch rendering efficiently with layer overrides. Continue to Part 05 to finish the tutorial.
*This series uses a deprecated sRGB workflow and non-PBR materials. The preferred color management workflow is to use ACEScg, which has been the default since Maya 2022. Please refer to the Razor Crest series for the ACEScg color management and PBR workflows.
Skip ahead
0:17 Render layers
2:35 Removing the background
3:37 Layer overrides
5:26 Render settings
9:24 Force refractions from an invisible background
10:20 Render passes (elements)
13:25 Ambient occlusion AO render pass
15:25 Z Depth pass
17:45 Render setting continued
18:33 Batch rendering
My modified model with textures:
https://drive.google.com/drive/folder...
Original model and textures:
https://www.turbosquid.com/FullPrevie...
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