Some Additional Troubleshooting Tips: Issue 1: For some reason the Canvases I just made have disappeared: Solution: Be sure to add any Render Settings Presets you wish to use before creating your Canvases. If you use a Render Settings Preset after creating the Canvases, there is a good chance it will wipe out your Canvas Settings (As Canvases Settings are part of "Render Settings" and thus will be part of Render Presets) So be sure to either use Render Presets first, manually modify any settings after Canvases are made, or make a screenshot or make note of Canvases you make in case you need to recreate any. Issue 2: I Tried to Render an Alpha Pass but its Not Rendering What I Wanted: Solution: Be sure you Open up Any Associated Groups within the Scene Tab as sometimes the Item you want is Nested Under or Grouped with Other Items. Try going into the Node to Check and See if that is the Case (See Section at 11:30) Issue 3: When Rendering Emissive Pass Not All Emissives seem to be Rendering: Best Solution (THANK YOU SNOWSULTAN) Instead of adding an Emission canvas, add another Light Group canvas and for the node, include the object that contains the emissive surface (like for a candle flame, add the whole candle object to the node). This seems to treat the emissive surface like a normal scene light and the render pass shows all illumination from the emissive. To check out SnowSultan's Page on UA-cam see: ua-cam.com/channels/JehssiFp5a6rJReNxFR50w.html Alternative You Can Try: *Before doing the following, create a New File of your Scene Separate from your Original Canvases File and Do the Emissives and Save them Separately in their Own File* Solution 1: Double check to be sure you have opened up any "Grouped Objects" in the Scene Pane (it can be necessary to go into a Group to Select an Individual Item within it) Solution 2: You May need to go to the Surface Properties (in the case of things like Lanterns with Glass) and turn the Cutout Opacity towards 0 on any "Glass" in front of the Emitting Surface for that Render Pass. Notes: You may have to play with the Setting Between 0 and 1 to find the one that Works Best. Look for Materials that say things like Glass, GL, Bulb or similar somewhere in the name If the Material in Question has Emission Settings then Do Not Change the Cutout Opacity on that Material - Leave that Cutout Opacity at 1 and see if Another one is Used for Glass In Some Cases you May Also have to Remove/Reset some other Settings on that Material (Like Refraction or Glossy)
So for someone who has never had a grasp on how post work is really done due to not being in the industry, and being very new to DAZ, I have to say this video was very informative, its like unlocked all the stuff in my mind about a basic process into post work, thank you so much, ! I like the fact that you're very honest and transparent about your own learnings, it makes this video more real in my opinion. To some of the people with negative comments, “if you have nothing nice to say, say nothing at all” - (Thumper from Bambi)
Normals pass is the 3D curvature relative to the camera, a very powerful pass that can be used to relight the scene or specific sections, add light or shadow effects and more. It's used a lot in 3D animation compositing.
So glad you found the Tutorial useful. If you try them out and run into any issues or have any questions, please don't hesitate to ask, and happy rendering!
@Andrew Vrba Yes. which helps greatly for those that choose to postwork in a 2D Application (whether just lightly or heavily) It's definitely optimal for those who prefer a more layered workflow/approach as well.
No offense but if you want viewers..write a script. You spent a lot of time telling people tocuse a nonstandard graphics formar..tgen a lot of time explaining the daz gui......
Thanks for the feedback, I will take it under advisement :O) As for going over the GUI, the Tutorial is for New Users who have little to no prior knowledge of DS so my tutorials assume people are just starting out and may need help finding things. Its why I index the videos - so if you need help finding just specific information, you can jump directly to that information.
Some Additional Troubleshooting Tips:
Issue 1: For some reason the Canvases I just made have disappeared:
Solution: Be sure to add any Render Settings Presets you wish to use before creating your Canvases. If you use a Render Settings Preset after creating the Canvases, there is a good chance it will wipe out your Canvas Settings (As Canvases Settings are part of "Render Settings" and thus will be part of Render Presets) So be sure to either use Render Presets first, manually modify any settings after Canvases are made, or make a screenshot or make note of Canvases you make in case you need to recreate any.
Issue 2: I Tried to Render an Alpha Pass but its Not Rendering What I Wanted:
Solution: Be sure you Open up Any Associated Groups within the Scene Tab as sometimes the Item you want is Nested Under or Grouped with Other Items.
Try going into the Node to Check and See if that is the Case (See Section at 11:30)
Issue 3: When Rendering Emissive Pass Not All Emissives seem to be Rendering:
Best Solution (THANK YOU SNOWSULTAN)
Instead of adding an Emission canvas, add another Light Group canvas and for the node, include the object that contains the emissive surface (like for a candle flame, add the whole candle object to the node). This seems to treat the emissive surface like a normal scene light and the render pass shows all illumination from the emissive.
To check out SnowSultan's Page on UA-cam see: ua-cam.com/channels/JehssiFp5a6rJReNxFR50w.html
Alternative You Can Try:
*Before doing the following, create a New File of your Scene Separate from your Original Canvases File and Do the Emissives and Save them Separately in their Own File*
Solution 1: Double check to be sure you have opened up any "Grouped Objects" in the Scene Pane (it can be necessary to go into a Group to Select an Individual Item within it)
Solution 2: You May need to go to the Surface Properties (in the case of things like Lanterns with Glass) and turn the Cutout Opacity towards 0 on any "Glass" in front of the Emitting Surface for that Render Pass.
Notes:
You may have to play with the Setting Between 0 and 1 to find the one that Works Best.
Look for Materials that say things like Glass, GL, Bulb or similar somewhere in the name
If the Material in Question has Emission Settings then Do Not Change the Cutout Opacity on that Material - Leave that Cutout Opacity at 1 and see if Another one is Used for Glass
In Some Cases you May Also have to Remove/Reset some other Settings on that Material (Like Refraction or Glossy)
If anyone has any other questions, please let me know!
So for someone who has never had a grasp on how post work is really done due to not being in the industry, and being very new to DAZ, I have to say this video was very informative, its like unlocked all the stuff in my mind about a basic process into post work, thank you so much, !
I like the fact that you're very honest and transparent about your own learnings, it makes this video more real in my opinion.
To some of the people with negative comments, “if you have nothing nice to say, say nothing at all” - (Thumper from Bambi)
I'm so glad that you found the information helpful and that its opened you up to post-working possibilities.
Thank you! Very useful, one like.
So glad you found it useful
Thank you Ann, this is an excellent tutorial and very helpful.
So glad you liked it
Normals pass is the 3D curvature relative to the camera, a very powerful pass that can be used to relight the scene or specific sections, add light or shadow effects and more. It's used a lot in 3D animation compositing.
Thank you for the additional information
Thank you very much! Very thorough and well scripted.
Thanks so much for the feedback. I am glad you found it helpful
This is a fantastic tutorial. Thanks so much!
You're very welcome! If you have any questions, please let me know
Thank you! Canvesses have been always tricky and you made them simple to understand. ^_^
So glad you found the Tutorial useful. If you try them out and run into any issues or have any questions, please don't hesitate to ask, and happy rendering!
Depth vs Distance, just a guess one is relative to the camera and one is absolute to the world. Which is why they were similar but a little different.
So basically this is a way to break up a render into passes, based on what you want in each pass.
@Andrew Vrba Yes. which helps greatly for those that choose to postwork in a 2D Application (whether just lightly or heavily) It's definitely optimal for those who prefer a more layered workflow/approach as well.
@@ann0314 I might need to give this a go then.
@@SomeOrangeCat Let me know if you do and post it somewhere. Id love to see how it turns out
No offense but if you want viewers..write a script. You spent a lot of time telling people tocuse a nonstandard graphics formar..tgen a lot of time explaining the daz gui......
Thanks for the feedback, I will take it under advisement :O) As for going over the GUI, the Tutorial is for New Users who have little to no prior knowledge of DS so my tutorials assume people are just starting out and may need help finding things. Its why I index the videos - so if you need help finding just specific information, you can jump directly to that information.
She’s talking about everything, but the tutorial. I stopped listening and fast forward a few times and the left to find a better tutorial.