Transmission: light passes THRU a face (To simulate something translucent or transparent, such as Glass or a liquid) and is refracted by the IOR. (And may also be altered by a certain Transmission Color assigned to the material) Volume: simulates light bouncing off of fog, dust, or particles in the air - usually adding a haziness
Wouldn't the factor of the mix node (add) serve the multiply part of the (direct + indirect x color) equation? Thus reducing the need to add an addition mix node (multiply). I'll check it out later. Thank you for this breakdown friend; this is super awesome!
Hey, I don't think so but then again, I urge you to try it out. You never know. But for me, the more individual control I have, the better. You know no idea how many times this has saved my life in post. Anyway, do let me know if it works for you. And thanks for your feedback!
@@TheInfinites You're right. The factor is more of a black and white blend of the two lightmaps. It makes sense to multiply color as it's a type of vector (3 variables, Red Green and Blue. Your formula clarified a lot for me. THANK YOU so much for this.
Unfortunately, nope. Wish that was the case. Although, we can work in creative ways to combine or basically, make them interact with each other. I hope this changes in the future.
@@TheInfinites yeah, that option would have been super good like light groups rendering as only light pass or we have to setup 2 scenes emulating that, that's what i found so far!!
@@jkartz92Having light groups that give us control over information like diffuse would really take things to the next level. I think other renderers already have that features.
@@TheInfinites using render layers, I'm trying to add mist as dust but I also have A volumetric particle system for black diesel exhaust. So I have the exhaust rendered on its own layer and want to combine them back in the compositor because I believe the Mist past is changing the shading for my exhaust.. Or well after tracking it back step by step when I delete the color ramp for the mist it clears my exhaust up like it should be.
@@jasolively1986 Well, if you have the matte of the layer you want to add the mist pass to, all you have to do is isolate the layer using "set alpha" node and then apply the mist pass to it. This is assuming I've understood your question correctly haha.
@@TheInfinites Tried that, idk if its a bug or I missed something somewhere but it is still turning my black volume smoke the same color I have the mist pass set to. Even though they are on different layers. I'm at a loss. Thank you for your help.
Amazing tutorial! The animations are all so satisfying! Can't wait for the next one!
Thanks a lot, man!
Hands down the best blender tutorial i have ever seen! Incredible work
Glad to hear!
Thanks, the only clear render passes tutorial
Thanks a lot, mate!
Subbed !! Short and easy explanation !! Thank you
Thanks and welcome aboard!
this was perfect! thank you
Most welcome!
How long did this video rake to make? Excellent animation work. Perfectly illustrates your message and is so fun to watch. Thank you!
Thank you! I'm happy you had fun watching the tutorial :)
Fantastic explanation!
Thanks a lot!
Professional tips and quality production. Thumbs up and subscribed :)
Thanks man!
I allways recommend this video when people ask for render passes
I really appreciate it Hugo! Thanks a bunch!
Glad I stumbled on your video! Can't wait to see more content, your channel is gonna blow up soon I just know it. 🙌
Thanks! Thats means a lot man!
Transmission: light passes THRU a face (To simulate something translucent or transparent, such as Glass or a liquid) and is refracted by the IOR. (And may also be altered by a certain Transmission Color assigned to the material) Volume: simulates light bouncing off of fog, dust, or particles in the air - usually adding a haziness
Amazing stuff! Make more of these sorts of vids
Sure thing man!
Bravo! Excellent! Great job!!!!
Thank you!!
Soooooo helpful! Thank you!!!!!
You're welcome, mate!
This video deseres way more views!
Great explanation thank you
Thanks mate!
So helpful
Thank you!
Wouldn't the factor of the mix node (add) serve the multiply part of the (direct + indirect x color) equation?
Thus reducing the need to add an addition mix node (multiply).
I'll check it out later.
Thank you for this breakdown friend; this is super awesome!
Hey, I don't think so but then again, I urge you to try it out. You never know. But for me, the more individual control I have, the better. You know no idea how many times this has saved my life in post.
Anyway, do let me know if it works for you. And thanks for your feedback!
@@TheInfinites You're right. The factor is more of a black and white blend of the two lightmaps. It makes sense to multiply color as it's a type of vector (3 variables, Red Green and Blue.
Your formula clarified a lot for me. THANK YOU so much for this.
@@BasedMando You're most welcome! Happy compositing :)
Sooo helpfull
Thanks!
can we combine light groups and render passes?
Unfortunately, nope. Wish that was the case. Although, we can work in creative ways to combine or basically, make them interact with each other.
I hope this changes in the future.
@@TheInfinites yeah, that option would have been super good like light groups rendering as only light pass or we have to setup 2 scenes emulating that, that's what i found so far!!
@@jkartz92Having light groups that give us control over information like diffuse would really take things to the next level. I think other renderers already have that features.
@@TheInfinites Exactly!! Yeah I guess!!
Any clue how I could use the composter to apply the mist pass to only one layer?
Hey, one layer as in a single object in the scene or what are we talking about?
@@TheInfinites using render layers, I'm trying to add mist as dust but I also have A volumetric particle system for black diesel exhaust. So I have the exhaust rendered on its own layer and want to combine them back in the compositor because I believe the Mist past is changing the shading for my exhaust.. Or well after tracking it back step by step when I delete the color ramp for the mist it clears my exhaust up like it should be.
@@jasolively1986 Well, if you have the matte of the layer you want to add the mist pass to, all you have to do is isolate the layer using "set alpha" node and then apply the mist pass to it. This is assuming I've understood your question correctly haha.
@@TheInfinites Tried that, idk if its a bug or I missed something somewhere but it is still turning my black volume smoke the same color I have the mist pass set to. Even though they are on different layers. I'm at a loss. Thank you for your help.
@@jasolively1986 Perhaps if you can send a screengrab of your node tree, I can help you better.